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D87E: Sprite tile references (tile 1, animatory states 0x00-0x7F) and graphic data (mask byte 1/8)
Used by the routines at 6412, E8F3 and F95E.
D87E DEFB $FE,$40,$FB Graphic data for sprite tiles 0x7E-0x80 (used for Sam's disguises)
D881 DEFB $10,$02,$10,$7A,$10,$AF,$FB Sprite tile references for animatory states 0x00-0x07
D888 DEFB $DF Graphic data for sprite tile 0x88 (used for Sam's disguises)
D889 DEFB $00,$00 Sprite tile references for animatory states 0x08-0x0A
D88B DEFB $00 Sprite tile reference for unused animatory state 0x0B
D88C DEFB $FF,$F4,$2F Graphic data for sprite tiles 0x8C-0x8E (used for Sam's disguises)
D88F DEFB $00 Sprite tile reference for animatory state 0x0F
D890 DEFB $E4 Graphic data for sprite tile 0x90 (used for Sam's disguises)
D891 DEFB $42,$3C,$42,$7C Sprite tile references for animatory states 0x10-0x14
D895 DEFB $FF,$FF Graphic data for sprite tiles 0x95-0x96 (used for Sam's disguises)
D897 DEFB $FB Sprite tile reference for animatory state 0x17
D898 DEFB $D2 Graphic data for sprite tile 0x98 (used for Sam's disguises)
D899 DEFB $DD,$DA,$DD Sprite tile references for animatory states 0x18-0x1B
D89C DEFB $DA Sprite tile reference for unused animatory state 0x1C
D89D DEFB $E3,$42 Graphic data for sprite tiles 0x9D-0x9E (used for Sam's disguises)
D89F DEFB $00 Sprite tile reference for animatory state 0x1F
D8A0 DEFB $FF Graphic data for sprite tile 0xA0 (used for Sam's disguises)
D8A1 DEFB $72,$6D,$72,$81 Sprite tile references for animatory states 0x20-0x24
D8A5 DEFB $FF,$F0 Graphic data for sprite tiles 0xA5-0xA6 (used for Sam's disguises)
D8A7 DEFB $FB Sprite tile reference for animatory state 0x27
D8A8 DEFB $FF Graphic data for sprite tile 0xA8 (used for Sam's disguises)
D8A9 DEFB $E1,$DF,$E1,$DF Sprite tile references for animatory states 0x28-0x2C
D8AD DEFB $FE,$3F,$EF,$01 Graphic data for sprite tiles 0xAD-0xB0 (used for Sam's disguises)
D8B1 DEFB $20,$00,$20,$7E Sprite tile references for animatory states 0x30-0x34
D8B5 DEFB $F1 Graphic data for sprite tile 0xB5 (used by Sam when he's rolling or somersaulting)
D8B6 DEFB $00,$FB Sprite tile references for animatory states 0x36-0x37
D8B8 DEFB $F0 Graphic data for sprite tile 0xB8 (used for Sam's disguises)
D8B9 DEFB $30,$28,$30,$28 Sprite tile references for animatory states 0x38-0x3C
D8BD DEFB $4C Graphic data for sprite tile 0xBD (used by Sam when he's rolling or somersaulting)
D8BE DEFB $00,$FB Sprite tile references for animatory states 0x3E-0x3F
D8C0 DEFB $1F Graphic data for sprite tile 0xC0 (used for Sam's disguises)
D8C1 DEFB $5C,$00,$5C,$00 Sprite tile references for unused animatory states 0x40-0x44
D8C5 DEFB $41 Graphic data for sprite tile 0xC5 (used by Sam when he's rolling or somersaulting)
D8C6 DEFB $00 Sprite tile reference for animatory state 0x46
D8C7 DEFB $FB Sprite tile reference for unused animatory state 0x47
D8C8 DEFB $BD Graphic data for sprite tile 0xC8 (used for Sam's disguises)
D8C9 DEFB $50,$1B,$50,$1B Sprite tile references for animatory states 0x48-0x4C
D8CD DEFB $EF Graphic data for sprite tile 0xCD (used by Sam when he's rolling or somersaulting)
D8CE DEFB $00 Sprite tile reference for unused animatory state 0x4E
D8CF DEFB $FB Sprite tile reference for animatory state 0x4F
D8D0 DEFB $FF Graphic data for sprite tile 0xD0 (used for Sam's disguises)
D8D1 DEFB $9A,$93,$9A,$A0 Sprite tile references for animatory states 0x50-0x54
D8D5 DEFB $EC,$0B Graphic data for sprite tiles 0xD5-0xD6 (used for Sam's disguises)
D8D7 DEFB $FB Sprite tile reference for animatory state 0x57
D8D8 DEFB $C4 Graphic data for sprite tile 0xD8 (used for Sam's disguises)
D8D9 DEFB $A4,$00,$A4,$A8 Sprite tile references for animatory states 0x58-0x5C
D8DD DEFB $FB,$DF Graphic data for sprite tiles 0xDD-0xDE (used for Sam's disguises)
D8DF DEFB $FB Sprite tile reference for animatory state 0x5F
D8E0 DEFB $2F Graphic data for sprite tile 0xE0 (used for Sam's disguises)
D8E1 DEFB $8C,$8A,$8C,$8A Sprite tile references for animatory states 0x60-0x64
D8E5 DEFB $C0,$BF Graphic data for sprite tiles 0xE5-0xE6 (used for Sam's disguises)
D8E7 DEFB $FB Sprite tile reference for animatory state 0x67
D8E8 DEFB $FB Graphic data for sprite tile 0xE8 (used for Sam's disguises)
D8E9 DEFB $BB,$B9,$BB,$BD Sprite tile references for animatory states 0x68-0x6C
D8ED DEFB $42,$BD Graphic data for sprite tiles 0xED-0xEE (used for Sam's disguises)
D8EF DEFB $FB Sprite tile reference for animatory state 0x6F
D8F0 DEFB $DF Graphic data for sprite tile 0xF0 (used for Sam's disguises)
D8F1 DEFB $C4,$BF,$C4,$CC,$00,$00,$FB Sprite tile references for animatory states 0x70-0x77
D8F8 DEFB $00 Unused
D8F9 DEFB $E8 Sprite tile reference for animatory state 0x79
D8FA DEFB $00,$00,$00,$00,$00,$00 Sprite tile references for unused animatory states 0x78 and 0x7A-0x7F
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