Routines |
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6697 | LD L,$00 | Byte 0x00 holds the character's animatory state | ||||||
6699 | BIT 0,(HL) | Is the character midstride? | ||||||
669B | JP NZ,$63FD | Finish the stride if so | ||||||
669E | CALL $65D4 | Is the character standing beside a chair? | ||||||
66A1 | AND A | |||||||
66A2 | JR NZ,$66B5 | Jump if not | ||||||
66A4 | CALL $663F | Knock anybody who's sitting here out of the way | ||||||
66A7 | CALL $61B4 | Update the SRB for the character's current animatory state and location | ||||||
66AA | AND $F8 | |||||||
66AC | ADD A,$04 | A=animatory state of the character (as if sitting in a chair) | ||||||
66AE | LD L,$12 | Remove the address of this routine from bytes 0x11 and 0x12 of the character's buffer | ||||||
66B0 | LD (HL),$00 | |||||||
66B2 | JP $6130 | Update the character's animatory state and update the SRB | ||||||
66B5 | CP $04 | A=0x00 if the character must walk back to the rightmost chair in the room, or 0xFF if there is one in front of him | ||||||
66B7 | SBC A,A | |||||||
66B8 | LD L,$00 | Byte 0x00 holds the character's animatory state | ||||||
66BA | XOR (HL) | Reset the carry flag if the character must turn round | ||||||
66BB | RLCA | |||||||
66BC | JP $642E | Update the character's animatory state and update the SRB |
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