Prev: DC7D Up: Map Next: DCF8
DC7E: Sprite tile references (tile 5, animatory states 0x00-0x77) and graphic data (mask byte 3/8)
Used by the routines at 6412, E8F3 and F95E.
DC7E DEFB $FD,$12,$ED Graphic data for sprite tiles 0x7E-0x80 (used for Sam's disguises)
DC81 DEFB $B0,$AA,$B0,$AA,$B0,$00,$FE Sprite tile references for animatory states 0x00-0x07
DC88 DEFB $57 Graphic data for sprite tile 0x88 (used for Sam's disguises)
DC89 DEFB $00,$00 Sprite tile references for animatory states 0x08-0x0A
DC8B DEFB $00 Sprite tile reference for unused animatory state 0x0B
DC8C DEFB $BF,$BF,$FB Graphic data for sprite tiles 0x8C-0x8E (used for Sam's disguises)
DC8F DEFB $00 Sprite tile reference for animatory state 0x0F
DC90 DEFB $D1 Graphic data for sprite tile 0x90 (used for Sam's disguises)
DC91 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x10-0x14
DC95 DEFB $FF,$FB Graphic data for sprite tiles 0x95-0x96 (used for Sam's disguises)
DC97 DEFB $FE Sprite tile reference for animatory state 0x17
DC98 DEFB $EF Graphic data for sprite tile 0x98 (used for Sam's disguises)
DC99 DEFB $00,$00,$00 Sprite tile references for animatory states 0x18-0x1B
DC9C DEFB $00 Sprite tile reference for unused animatory state 0x1C
DC9D DEFB $BE,$FF Graphic data for sprite tiles 0x9D-0x9E (used for Sam's disguises)
DC9F DEFB $00 Sprite tile reference for animatory state 0x1F
DCA0 DEFB $FF Graphic data for sprite tile 0xA0 (used for Sam's disguises)
DCA1 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x20-0x24
DCA5 DEFB $9B,$F2 Graphic data for sprite tiles 0xA5-0xA6 (used for Sam's disguises)
DCA7 DEFB $FE Sprite tile reference for animatory state 0x27
DCA8 DEFB $FF Graphic data for sprite tile 0xA8 (used for Sam's disguises)
DCA9 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x28-0x2C
DCAD DEFB $FB,$EF,$DF,$7F Graphic data for sprite tiles 0xAD-0xB0 (used for Sam's disguises)
DCB1 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x30-0x34
DCB5 DEFB $DD Graphic data for sprite tile 0xB5 (used by Sam when he's rolling or somersaulting)
DCB6 DEFB $00,$FE Sprite tile references for animatory states 0x36-0x37
DCB8 DEFB $F7 Graphic data for sprite tile 0xB8 (used for Sam's disguises)
DCB9 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x38-0x3C
DCBD DEFB $5C Graphic data for sprite tile 0xBD (used by Sam when he's rolling or somersaulting)
DCBE DEFB $00,$FE Sprite tile references for animatory states 0x3E-0x3F
DCC0 DEFB $F7 Graphic data for sprite tile 0xC0 (used for Sam's disguises)
DCC1 DEFB $0F,$01,$0F,$01 Sprite tile references for unused animatory states 0x40-0x44
DCC5 DEFB $01 Graphic data for sprite tile 0xC5 (used by Sam when he's rolling or somersaulting)
DCC6 DEFB $00 Sprite tile reference for animatory state 0x46
DCC7 DEFB $FE Sprite tile reference for unused animatory state 0x47
DCC8 DEFB $45 Graphic data for sprite tile 0xC8 (used for Sam's disguises)
DCC9 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x48-0x4C
DCCD DEFB $D1 Graphic data for sprite tile 0xCD (used by Sam when he's rolling or somersaulting)
DCCE DEFB $00 Sprite tile reference for unused animatory state 0x4E
DCCF DEFB $FE Sprite tile reference for animatory state 0x4F
DCD0 DEFB $7F Graphic data for sprite tile 0xD0 (used for Sam's disguises)
DCD1 DEFB $0F,$01,$0F,$01 Sprite tile references for animatory states 0x50-0x54
DCD5 DEFB $EC,$E4 Graphic data for sprite tiles 0xD5-0xD6 (used for Sam's disguises)
DCD7 DEFB $FE Sprite tile reference for animatory state 0x57
DCD8 DEFB $C4 Graphic data for sprite tile 0xD8 (used for Sam's disguises)
DCD9 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x58-0x5C
DCDD DEFB $EF,$F7 Graphic data for sprite tiles 0xDD-0xDE (used for Sam's disguises)
DCDF DEFB $FE Sprite tile reference for animatory state 0x5F
DCE0 DEFB $5F Graphic data for sprite tile 0xE0 (used for Sam's disguises)
DCE1 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x60-0x64
DCE5 DEFB $CE,$4F Graphic data for sprite tiles 0xE5-0xE6 (used for Sam's disguises)
DCE7 DEFB $FE Sprite tile reference for animatory state 0x67
DCE8 DEFB $F4 Graphic data for sprite tile 0xE8 (used for Sam's disguises)
DCE9 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x68-0x6C
DCED DEFB $45,$FF Graphic data for sprite tiles 0xED-0xEE (used for Sam's disguises)
DCEF DEFB $FE Sprite tile reference for animatory state 0x6F
DCF0 DEFB $57 Graphic data for sprite tile 0xF0 (used for Sam's disguises)
DCF1 DEFB $00,$00,$00,$00,$00,$00,$FE Sprite tile references for animatory states 0x70-0x77
Prev: DC7D Up: Map Next: DCF8