' scen/start.txt - section 3: how a level starts him off.
'
' SUBS.S STARTKID:
'     lda KidStartFace / eor #$ff / sta CharFace
' so the blueprint's facing byte is INVERTED before it is used.  And it starts
' him in a different sequence on each of the levels that need one -
'     level 1   lda #stepfall / jsr jumpseq
'     level 13  lda #running  / jsr jumpseq
'     others    lda #turn     / jsr jumpseq ;start in standing posn
'
' The port used the byte as it stood and stood him still on every level.  So
' the first level began with him facing left instead of right, and the
' thirteenth began with him standing still facing right instead of running
' to the left.

SCEN the first level starts him facing right and dropping in
START 1
SEED 17
RUN ........
WANT FACE 0
WANT POSN 107
END

SCEN the thirteenth starts him running to the left
START 13
SEED 17
RUN ......
WANT FACE 255
WANT POSN 49
END

SCEN and every other level starts with a turn on the spot
START 5
SEED 17
RUN ......
WANT POSN 50
END
