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DB7E: Sprite tile references (tile 4, animatory states 0x00-0x77) and graphic data (UDG byte 3/8)
Used by the routines at 6412, E8F3 and F95E.
DB7E DEFB $01,$12,$0D Graphic data for sprite tiles 0x7E-0x80 (used for Sam's disguises)
DB81 DEFB $16,$0B,$18,$0B,$E3,$E5,$FA Sprite tile references for animatory states 0x00-0x07
DB88 DEFB $50 Graphic data for sprite tile 0x88 (used for Sam's disguises)
DB89 DEFB $00,$F6 Sprite tile references for animatory states 0x08-0x0A
DB8B DEFB $00 Sprite tile reference for unused animatory state 0x0B
DB8C DEFB $80,$3F,$F8 Graphic data for sprite tiles 0x8C-0x8E (used for Sam's disguises)
DB8F DEFB $F2 Sprite tile reference for animatory state 0x0F
DB90 DEFB $11 Graphic data for sprite tile 0x90 (used for Sam's disguises)
DB91 DEFB $48,$2E,$4B,$2E Sprite tile references for animatory states 0x10-0x14
DB95 DEFB $00,$03 Graphic data for sprite tiles 0x95-0x96 (used for Sam's disguises)
DB97 DEFB $FA Sprite tile reference for animatory state 0x17
DB98 DEFB $0F Graphic data for sprite tile 0x98 (used for Sam's disguises)
DB99 DEFB $48,$2E,$4B Sprite tile references for animatory states 0x18-0x1B
DB9C DEFB $2E Sprite tile reference for unused animatory state 0x1C
DB9D DEFB $3E,$FF Graphic data for sprite tiles 0x9D-0x9E (used for Sam's disguises)
DB9F DEFB $F7 Sprite tile reference for animatory state 0x1F
DBA0 DEFB $00 Graphic data for sprite tile 0xA0 (used for Sam's disguises)
DBA1 DEFB $67,$00,$6B,$00 Sprite tile references for animatory states 0x20-0x24
DBA5 DEFB $03,$F2 Graphic data for sprite tiles 0xA5-0xA6 (used for Sam's disguises)
DBA7 DEFB $FA Sprite tile reference for animatory state 0x27
DBA8 DEFB $00 Graphic data for sprite tile 0xA8 (used for Sam's disguises)
DBA9 DEFB $67,$00,$6B,$00 Sprite tile references for animatory states 0x28-0x2C
DBAD DEFB $03,$E0,$1F,$7F Graphic data for sprite tiles 0xAD-0xB0 (used for Sam's disguises)
DBB1 DEFB $26,$00,$26,$00 Sprite tile references for animatory states 0x30-0x34
DBB5 DEFB $1D Graphic data for sprite tile 0xB5 (used by Sam when he's rolling or somersaulting)
DBB6 DEFB $00,$FA Sprite tile references for animatory states 0x36-0x37
DBB8 DEFB $07 Graphic data for sprite tile 0xB8 (used for Sam's disguises)
DBB9 DEFB $36,$2E,$3A,$2E Sprite tile references for animatory states 0x38-0x3C
DBBD DEFB $5C Graphic data for sprite tile 0xBD (used by Sam when he's rolling or somersaulting)
DBBE DEFB $00,$FA Sprite tile references for animatory states 0x3E-0x3F
DBC0 DEFB $F0 Graphic data for sprite tile 0xC0 (used for Sam's disguises)
DBC1 DEFB $67,$00,$6B,$00 Sprite tile references for unused animatory states 0x40-0x44
DBC5 DEFB $01 Graphic data for sprite tile 0xC5 (used by Sam when he's rolling or somersaulting)
DBC6 DEFB $00 Sprite tile reference for animatory state 0x46
DBC7 DEFB $FA Sprite tile reference for unused animatory state 0x47
DBC8 DEFB $45 Graphic data for sprite tile 0xC8 (used for Sam's disguises)
DBC9 DEFB $26,$00,$59,$00 Sprite tile references for animatory states 0x48-0x4C
DBCD DEFB $10 Graphic data for sprite tile 0xCD (used by Sam when he's rolling or somersaulting)
DBCE DEFB $00 Sprite tile reference for unused animatory state 0x4E
DBCF DEFB $FA Sprite tile reference for animatory state 0x4F
DBD0 DEFB $00 Graphic data for sprite tile 0xD0 (used for Sam's disguises)
DBD1 DEFB $26,$00,$59,$00 Sprite tile references for animatory states 0x50-0x54
DBD5 DEFB $0C,$E4 Graphic data for sprite tiles 0xD5-0xD6 (used for Sam's disguises)
DBD7 DEFB $FA Sprite tile reference for animatory state 0x57
DBD8 DEFB $C4 Graphic data for sprite tile 0xD8 (used for Sam's disguises)
DBD9 DEFB $26,$00,$59,$00 Sprite tile references for animatory states 0x58-0x5C
DBDD DEFB $0F,$F0 Graphic data for sprite tiles 0xDD-0xDE (used for Sam's disguises)
DBDF DEFB $FA Sprite tile reference for animatory state 0x5F
DBE0 DEFB $40 Graphic data for sprite tile 0xE0 (used for Sam's disguises)
DBE1 DEFB $26,$00,$59,$00 Sprite tile references for animatory states 0x60-0x64
DBE5 DEFB $CE,$40 Graphic data for sprite tiles 0xE5-0xE6 (used for Sam's disguises)
DBE7 DEFB $FA Sprite tile reference for animatory state 0x67
DBE8 DEFB $04 Graphic data for sprite tile 0xE8 (used for Sam's disguises)
DBE9 DEFB $48,$2E,$4B,$2E Sprite tile references for animatory states 0x68-0x6C
DBED DEFB $44,$FF Graphic data for sprite tiles 0xED-0xEE (used for Sam's disguises)
DBEF DEFB $FA Sprite tile reference for animatory state 0x6F
DBF0 DEFB $50 Graphic data for sprite tile 0xF0 (used for Sam's disguises)
DBF1 DEFB $48,$2E,$4B,$2E,$D4,$D0,$FA Sprite tile references for animatory states 0x70-0x77
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