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DA7E: Sprite tile references (tile 3, animatory states 0x00-0x7F) and graphic data (mask byte 2/8)
Used by the routines at 6412, E8F3 and F95E.
DA7E DEFB $FE,$A0,$F2 Graphic data for sprite tiles 0x7E-0x80 (used for Sam's disguises)
DA81 DEFB $14,$08,$14,$08,$14,$12,$00 Sprite tile references for animatory states 0x00-0x07
DA88 DEFB $AF Graphic data for sprite tile 0x88 (used for Sam's disguises)
DA89 DEFB $F1,$F5 Sprite tile references for animatory states 0x08-0x0A
DA8B DEFB $00 Sprite tile reference for unused animatory state 0x0B
DA8C DEFB $7F,$C4,$27 Graphic data for sprite tiles 0x8C-0x8E (used for Sam's disguises)
DA8F DEFB $00 Sprite tile reference for animatory state 0x0F
DA90 DEFB $EA Graphic data for sprite tile 0x90 (used for Sam's disguises)
DA91 DEFB $46,$08,$4A,$08 Sprite tile references for animatory states 0x10-0x14
DA95 DEFB $FF,$FC Graphic data for sprite tiles 0x95-0x96 (used for Sam's disguises)
DA97 DEFB $00 Sprite tile reference for animatory state 0x17
DA98 DEFB $D0 Graphic data for sprite tile 0x98 (used for Sam's disguises)
DA99 DEFB $46,$08,$4A Sprite tile references for animatory states 0x18-0x1B
DA9C DEFB $08 Sprite tile reference for unused animatory state 0x1C
DA9D DEFB $DD,$42 Graphic data for sprite tiles 0x9D-0x9E (used for Sam's disguises)
DA9F DEFB $F6 Sprite tile reference for animatory state 0x1F
DAA0 DEFB $FF Graphic data for sprite tile 0xA0 (used for Sam's disguises)
DAA1 DEFB $76,$70,$78,$70 Sprite tile references for animatory states 0x20-0x24
DAA5 DEFB $FC,$F0 Graphic data for sprite tiles 0xA5-0xA6 (used for Sam's disguises)
DAA7 DEFB $00 Sprite tile reference for animatory state 0x27
DAA8 DEFB $FE Graphic data for sprite tile 0xA8 (used for Sam's disguises)
DAA9 DEFB $76,$70,$78,$70 Sprite tile references for animatory states 0x28-0x2C
DAAD DEFB $FD,$DF,$EF,$FE Graphic data for sprite tiles 0xAD-0xB0 (used for Sam's disguises)
DAB1 DEFB $24,$0B,$24,$0B Sprite tile references for animatory states 0x30-0x34
DAB5 DEFB $EE Graphic data for sprite tile 0xB5 (used by Sam when he's rolling or somersaulting)
DAB6 DEFB $00,$00 Sprite tile references for animatory states 0x36-0x37
DAB8 DEFB $EF Graphic data for sprite tile 0xB8 (used for Sam's disguises)
DAB9 DEFB $34,$2C,$38,$2C Sprite tile references for animatory states 0x38-0x3C
DABD DEFB $5C Graphic data for sprite tile 0xBD (used by Sam when he's rolling or somersaulting)
DABE DEFB $00,$00 Sprite tile references for animatory states 0x3E-0x3F
DAC0 DEFB $EF Graphic data for sprite tile 0xC0 (used for Sam's disguises)
DAC1 DEFB $65,$60,$69,$60 Sprite tile references for unused animatory states 0x40-0x44
DAC5 DEFB $01 Graphic data for sprite tile 0xC5 (used by Sam when he's rolling or somersaulting)
DAC6 DEFB $00 Sprite tile reference for animatory state 0x46
DAC7 DEFB $00 Sprite tile reference for unused animatory state 0x47
DAC8 DEFB $AA Graphic data for sprite tile 0xC8 (used for Sam's disguises)
DAC9 DEFB $54,$0B,$57,$0B Sprite tile references for animatory states 0x48-0x4C
DACD DEFB $D3 Graphic data for sprite tile 0xCD (used by Sam when he's rolling or somersaulting)
DACE DEFB $00 Sprite tile reference for unused animatory state 0x4E
DACF DEFB $00 Sprite tile reference for animatory state 0x4F
DAD0 DEFB $FF Graphic data for sprite tile 0xD0 (used for Sam's disguises)
DAD1 DEFB $9E,$98,$9E,$98 Sprite tile references for animatory states 0x50-0x54
DAD5 DEFB $EC,$C5 Graphic data for sprite tiles 0xD5-0xD6 (used for Sam's disguises)
DAD7 DEFB $00 Sprite tile reference for animatory state 0x57
DAD8 DEFB $C4 Graphic data for sprite tile 0xD8 (used for Sam's disguises)
DAD9 DEFB $A7,$08,$A7,$08 Sprite tile references for animatory states 0x58-0x5C
DADD DEFB $F3,$EF Graphic data for sprite tiles 0xDD-0xDE (used for Sam's disguises)
DADF DEFB $00 Sprite tile reference for animatory state 0x5F
DAE0 DEFB $2F Graphic data for sprite tile 0xE0 (used for Sam's disguises)
DAE1 DEFB $8F,$0B,$91,$0B Sprite tile references for animatory states 0x60-0x64
DAE5 DEFB $CC,$5F Graphic data for sprite tiles 0xE5-0xE6 (used for Sam's disguises)
DAE7 DEFB $00 Sprite tile reference for animatory state 0x67
DAE8 DEFB $FA Graphic data for sprite tile 0xE8 (used for Sam's disguises)
DAE9 DEFB $B3,$AD,$B5,$AD Sprite tile references for animatory states 0x68-0x6C
DAED DEFB $42,$3E Graphic data for sprite tiles 0xED-0xEE (used for Sam's disguises)
DAEF DEFB $00 Sprite tile reference for animatory state 0x6F
DAF0 DEFB $AF Graphic data for sprite tile 0xF0 (used for Sam's disguises)
DAF1 DEFB $C8,$C2,$CA,$C2,$D3,$CE,$00 Sprite tile references for animatory states 0x70-0x77
DAF8 DEFB $00 Unused
DAF9 DEFB $E9 Sprite tile reference for animatory state 0x79
DAFA DEFB $00,$00,$00,$00,$00,$00 Sprite tile references for unused animatory states 0x78 and 0x7A-0x7F
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