' scen/guards.txt - finding 2.13: how guards are put down and picked up again.
'
' Four corrections, all out of AUTO.S.
'
' updateguard begins
'     lda ShadID / cmp #1 / beq ]rts ;not for shadman
'                 cmp #24 / beq ]rts ;or mouse
' so neither the shadow nor the mouse is kept for the next visit.  The port
' saved the shadow, so an ordinary guard turned up standing where the thief or
' the mirror shadow had been left.
'
' What it stores is the row and nothing else -
'     lda #0 ;arbitrary--ADDGUARD will reconstruct CharBlockX from CharX
' - because the column comes back from his x.  The port stored the column too,
' and a guard's column can be -2 to 11 since his x is clamped to the screen,
' so one left near an edge came back on the wrong row entirely.
'
' AddNormalGd gives the third level guard id 4, the skeleton, with his sword
' out and landengarde rather than the alert stand.  The port always used id 2.
'
' And the clamp that keeps a guard on his screen must not be put on the
' shadow.  That is what this tests.  On level 5 the thief steals the potion
' and runs out of the room to the left, and Shad5 is done with him at x 15 -
' but the clamp holds him at 40, so he never gets there.  Before this change
' he stands at the left-hand wall of screen 24 for the rest of the game.
'
' The gate he comes through is raised by hand rather than played up to.

SCEN the thief leaves the room when he is done
AT 5 24 6 0
SPEC 24 1 0 100
SEED 17
RUN ..........................................................................................
WANT OPPID -1
WANT ALIVE 1
END
