' scen/runstop.txt - section 4: what stopping a run does to the keys.
'
' CTRL.S "running":
'     :rs jsr ]clr / sta clrF / lda #runstop / jmp jumpseq
'     :runturn jsr ]clr / sta clrB / lda #runturn / jmp jumpseq
' and ]clr is clrall, which zeroes clrB, clrF, clrU and clrD - every press
' made and not yet acted on.  Stopping or turning out of a run throws them
' away and the caller then marks the one it is acting on.
'
' The port kept them, so a key held as he stopped was still a fresh press
' afterwards.  It shows in the button-held branch of "standing", which is the
' one that reads the press flags rather than the stick: tap up a moment too
' late at the end of a run, with the action key down, and he stopped and then
' jumped on the spot from the press he made while still running.
'
' Screen 2 of level 1 is a plain floor all the way along.  He runs six frames,
' then up and the button go down together on the frame the run stops.

SCEN a press left over from a run does not act after it
AT 1 2 8 1
SEED 17
RUN ..>>>>>>UUUUUUUUUUUUUUUU
WANT POSN 15
WANT Y 118
WANT BY 1
END

' The control: let the key up and press it again and it is a fresh press like
' any other, and he jumps.  (B is the button alone, so up is released for
' three frames in the middle.)
SCEN a press made after the stop still acts
AT 1 2 8 1
SEED 17
RUN ..>>>>>>UUUUUUUUUUBBBUUUUUU
WANT POSN 72
WANT BY 1
END
