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D97E: Sprite tile references (tile 2, animatory states 0x00-0x7F) and graphic data (UDG byte 2/8)
Used by the routines at 6412, E8F3 and F95E.
D97E DEFB $00,$A0,$02 Graphic data for sprite tiles 0x7E-0x80 (used for Sam's disguises)
D981 DEFB $12,$B7,$12,$7B,$12,$10,$FF Sprite tile references for animatory states 0x00-0x07
D988 DEFB $A0 Graphic data for sprite tile 0x88 (used for Sam's disguises)
D989 DEFB $F4,$EF Sprite tile references for animatory states 0x08-0x0A
D98B DEFB $00 Sprite tile reference for unused animatory state 0x0B
D98C DEFB $00,$04,$20 Graphic data for sprite tiles 0x8C-0x8E (used for Sam's disguises)
D98F DEFB $00 Sprite tile reference for animatory state 0x0F
D990 DEFB $0A Graphic data for sprite tile 0x90 (used for Sam's disguises)
D991 DEFB $44,$3E,$44,$7D Sprite tile references for animatory states 0x10-0x14
D995 DEFB $00,$00 Graphic data for sprite tiles 0x95-0x96 (used for Sam's disguises)
D997 DEFB $FF Sprite tile reference for animatory state 0x17
D998 DEFB $10 Graphic data for sprite tile 0x98 (used for Sam's disguises)
D999 DEFB $DE,$DB,$DE Sprite tile references for animatory states 0x18-0x1B
D99C DEFB $DB Sprite tile reference for unused animatory state 0x1C
D99D DEFB $1C,$42 Graphic data for sprite tiles 0x9D-0x9E (used for Sam's disguises)
D99F DEFB $00 Sprite tile reference for animatory state 0x1F
D9A0 DEFB $00 Graphic data for sprite tile 0xA0 (used for Sam's disguises)
D9A1 DEFB $74,$05,$74,$82 Sprite tile references for animatory states 0x20-0x24
D9A5 DEFB $00,$F0 Graphic data for sprite tiles 0xA5-0xA6 (used for Sam's disguises)
D9A7 DEFB $FF Sprite tile reference for animatory state 0x27
D9A8 DEFB $00 Graphic data for sprite tile 0xA8 (used for Sam's disguises)
D9A9 DEFB $E2,$E0,$E2,$E0 Sprite tile references for animatory states 0x28-0x2C
D9AD DEFB $01,$C0,$0F,$FE Graphic data for sprite tiles 0xAD-0xB0 (used for Sam's disguises)
D9B1 DEFB $22,$1B,$22,$7F Sprite tile references for animatory states 0x30-0x34
D9B5 DEFB $0E Graphic data for sprite tile 0xB5 (used by Sam when he's rolling or somersaulting)
D9B6 DEFB $00,$FF Sprite tile references for animatory states 0x36-0x37
D9B8 DEFB $0F Graphic data for sprite tile 0xB8 (used for Sam's disguises)
D9B9 DEFB $32,$2A,$32,$84 Sprite tile references for animatory states 0x38-0x3C
D9BD DEFB $5C Graphic data for sprite tile 0xBD (used by Sam when he's rolling or somersaulting)
D9BE DEFB $00,$FF Sprite tile references for animatory states 0x3E-0x3F
D9C0 DEFB $E0 Graphic data for sprite tile 0xC0 (used for Sam's disguises)
D9C1 DEFB $63,$5E,$63,$89 Sprite tile references for unused animatory states 0x40-0x44
D9C5 DEFB $01 Graphic data for sprite tile 0xC5 (used by Sam when he's rolling or somersaulting)
D9C6 DEFB $00 Sprite tile reference for animatory state 0x46
D9C7 DEFB $FF Sprite tile reference for unused animatory state 0x47
D9C8 DEFB $2A Graphic data for sprite tile 0xC8 (used for Sam's disguises)
D9C9 DEFB $52,$1B,$52,$87 Sprite tile references for animatory states 0x48-0x4C
D9CD DEFB $10 Graphic data for sprite tile 0xCD (used by Sam when he's rolling or somersaulting)
D9CE DEFB $00 Sprite tile reference for unused animatory state 0x4E
D9CF DEFB $FF Sprite tile reference for animatory state 0x4F
D9D0 DEFB $00 Graphic data for sprite tile 0xD0 (used for Sam's disguises)
D9D1 DEFB $9C,$95,$9C,$A1 Sprite tile references for animatory states 0x50-0x54
D9D5 DEFB $0C,$C4 Graphic data for sprite tiles 0xD5-0xD6 (used for Sam's disguises)
D9D7 DEFB $FF Sprite tile reference for animatory state 0x57
D9D8 DEFB $C4 Graphic data for sprite tile 0xD8 (used for Sam's disguises)
D9D9 DEFB $A6,$A3,$A6,$A9 Sprite tile references for animatory states 0x58-0x5C
D9DD DEFB $03,$E0 Graphic data for sprite tiles 0xDD-0xDE (used for Sam's disguises)
D9DF DEFB $FF Sprite tile reference for animatory state 0x5F
D9E0 DEFB $20 Graphic data for sprite tile 0xE0 (used for Sam's disguises)
D9E1 DEFB $52,$1B,$52,$87 Sprite tile references for animatory states 0x60-0x64
D9E5 DEFB $CC,$40 Graphic data for sprite tiles 0xE5-0xE6 (used for Sam's disguises)
D9E7 DEFB $FF Sprite tile reference for animatory state 0x67
D9E8 DEFB $02 Graphic data for sprite tile 0xE8 (used for Sam's disguises)
D9E9 DEFB $B1,$AB,$B1,$B8 Sprite tile references for animatory states 0x68-0x6C
D9ED DEFB $42,$3E Graphic data for sprite tiles 0xED-0xEE (used for Sam's disguises)
D9EF DEFB $FF Sprite tile reference for animatory state 0x6F
D9F0 DEFB $A0 Graphic data for sprite tile 0xF0 (used for Sam's disguises)
D9F1 DEFB $C6,$C0,$C6,$CD,$00,$00,$FF Sprite tile references for animatory states 0x70-0x77
D9F8 DEFB $00 Unused
D9F9 DEFB $00 Sprite tile reference for animatory state 0x79
D9FA DEFB $00,$00,$00,$00,$00,$00 Sprite tile references for unused animatory states 0x78 and 0x7A-0x7F
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