| Routines

FA83: Deal with a character who has nearly recovered from being knocked over

Used by the routine at FA05. Controls a character from the point where he has almost recovered from the daze of being knocked over.
Input
H | Character number (0xD7-0xE5)
FA83 | CALL $F9FA | Place the address of the next instruction into bytes 0x12 and 0x13 of the character's buffer
The apparent intention of the remainder of this routine is to make the character return (by walking backwards or forwards as required) to the spot where he was hit, but this fails to happen because of the faulty 'JR NZ' instruction below, which should be a 'JR Z' instead.
FA86 | LD L,$15 | Collect the character's pre-knockout x-coordinate from byte 0x15 of his buffer
FA88 | LD A,(HL)
FA89 | LD L,$01 | Does it match the character's current x-coordinate?
FA8B | CP (HL)
FA8C | JR NZ,$FA96 | Jump if not (this is a bug)
FA8E | LD C,$80 | Bit 7 set, bit 6 reset: the character will move left
FA90 | JR C,$FA50 | This jump is never made, but the intention was to make it if the character's current x-coordinate is greater than his pre-knockout x-coordinate
FA92 | LD C,$40 | Bit 7 reset, bit 6 set: the character will move right
FA94 | JR $FA50 | Move the character right
Restore the character's pre-knockout animatory state and terminate this subcommand.
FA96 | CALL $E9C8 | Update the SRB for the character's current animatory state and location
FA99 | LD L,$0D | Collect the character's pre-knockout animatory state from byte 0x0D of his buffer
FA9B | LD A,(HL)
FA9C | CALL $E9D5 | Update the character's animatory state and update the SRB
FA9F | JP $F288 | Terminate this uninterruptible subcommand