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DD7E: Sprite tile references (tile 6, animatory states 0x00-0x77) and graphic data (UDG byte 4/8)
Used by the routines at 6412, E8F3 and F95E.
DD7E DEFB $01,$52,$07 Graphic data for sprite tiles 0x7E-0x80 (used for Sam's disguises)
DD81 DEFB $11,$03,$11,$03,$11,$B0,$00 Sprite tile references for animatory states 0x00-0x07
DD88 DEFB $E0 Graphic data for sprite tile 0x88 (used for Sam's disguises)
DD89 DEFB $F7,$F2 Sprite tile references for animatory states 0x08-0x0A
DD8B DEFB $00 Sprite tile reference for unused animatory state 0x0B
DD8C DEFB $00,$07,$E0 Graphic data for sprite tiles 0x8C-0x8E (used for Sam's disguises)
DD8F DEFB $F1 Sprite tile reference for animatory state 0x0F
DD90 DEFB $15 Graphic data for sprite tile 0x90 (used for Sam's disguises)
DD91 DEFB $43,$3D,$43,$3D Sprite tile references for animatory states 0x10-0x14
DD95 DEFB $00,$00 Graphic data for sprite tiles 0x95-0x96 (used for Sam's disguises)
DD97 DEFB $00 Sprite tile reference for animatory state 0x17
DD98 DEFB $07 Graphic data for sprite tile 0x98 (used for Sam's disguises)
DD99 DEFB $43,$3D,$43 Sprite tile references for animatory states 0x18-0x1B
DD9C DEFB $3D Sprite tile reference for unused animatory state 0x1C
DD9D DEFB $42,$7E Graphic data for sprite tiles 0x9D-0x9E (used for Sam's disguises)
DD9F DEFB $F5 Sprite tile reference for animatory state 0x1F
DDA0 DEFB $00 Graphic data for sprite tile 0xA0 (used for Sam's disguises)
DDA1 DEFB $73,$6E,$73,$6E Sprite tile references for animatory states 0x20-0x24
DDA5 DEFB $60,$E2 Graphic data for sprite tiles 0xA5-0xA6 (used for Sam's disguises)
DDA7 DEFB $00 Sprite tile reference for animatory state 0x27
DDA8 DEFB $00 Graphic data for sprite tile 0xA8 (used for Sam's disguises)
DDA9 DEFB $73,$6E,$73,$6E Sprite tile references for animatory states 0x28-0x2C
DDAD DEFB $04,$20,$1E,$E2 Graphic data for sprite tiles 0xAD-0xB0 (used for Sam's disguises)
DDB1 DEFB $21,$1A,$21,$1A Sprite tile references for animatory states 0x30-0x34
DDB5 DEFB $14 Graphic data for sprite tile 0xB5 (used by Sam when he's rolling or somersaulting)
DDB6 DEFB $00,$00 Sprite tile references for animatory states 0x36-0x37
DDB8 DEFB $0E Graphic data for sprite tile 0xB8 (used for Sam's disguises)
DDB9 DEFB $31,$29,$31,$29 Sprite tile references for animatory states 0x38-0x3C
DDBD DEFB $54 Graphic data for sprite tile 0xBD (used by Sam when he's rolling or somersaulting)
DDBE DEFB $00,$00 Sprite tile references for animatory states 0x3E-0x3F
DDC0 DEFB $20 Graphic data for sprite tile 0xC0 (used for Sam's disguises)
DDC1 DEFB $5D,$5B,$5D,$5B Sprite tile references for unused animatory states 0x40-0x44
DDC5 DEFB $01 Graphic data for sprite tile 0xC5 (used by Sam when he's rolling or somersaulting)
DDC6 DEFB $00 Sprite tile reference for animatory state 0x46
DDC7 DEFB $00 Sprite tile reference for unused animatory state 0x47
DDC8 DEFB $44 Graphic data for sprite tile 0xC8 (used for Sam's disguises)
DDC9 DEFB $51,$4D,$51,$4D Sprite tile references for animatory states 0x48-0x4C
DDCD DEFB $A3 Graphic data for sprite tile 0xCD (used by Sam when he's rolling or somersaulting)
DDCE DEFB $00 Sprite tile reference for unused animatory state 0x4E
DDCF DEFB $00 Sprite tile reference for animatory state 0x4F
DDD0 DEFB $80 Graphic data for sprite tile 0xD0 (used for Sam's disguises)
DDD1 DEFB $9B,$94,$9B,$94 Sprite tile references for animatory states 0x50-0x54
DDD5 DEFB $08,$E7 Graphic data for sprite tiles 0xD5-0xD6 (used for Sam's disguises)
DDD7 DEFB $00 Sprite tile reference for animatory state 0x57
DDD8 DEFB $83 Graphic data for sprite tile 0xD8 (used for Sam's disguises)
DDD9 DEFB $A5,$A2,$A5,$A2 Sprite tile references for animatory states 0x58-0x5C
DDDD DEFB $07,$E0 Graphic data for sprite tiles 0xDD-0xDE (used for Sam's disguises)
DDDF DEFB $00 Sprite tile reference for animatory state 0x5F
DDE0 DEFB $C0 Graphic data for sprite tile 0xE0 (used for Sam's disguises)
DDE1 DEFB $8D,$8B,$8D,$8B Sprite tile references for animatory states 0x60-0x64
DDE5 DEFB $8E,$70 Graphic data for sprite tiles 0xE5-0xE6 (used for Sam's disguises)
DDE7 DEFB $00 Sprite tile reference for animatory state 0x67
DDE8 DEFB $04 Graphic data for sprite tile 0xE8 (used for Sam's disguises)
DDE9 DEFB $BC,$BA,$BC,$BA Sprite tile references for animatory states 0x68-0x6C
DDED DEFB $3C,$7E Graphic data for sprite tiles 0xED-0xEE (used for Sam's disguises)
DDEF DEFB $00 Sprite tile reference for animatory state 0x6F
DDF0 DEFB $48 Graphic data for sprite tile 0xF0 (used for Sam's disguises)
DDF1 DEFB $C5,$BE,$C5,$BE,$00,$00,$00 Sprite tile references for animatory states 0x70-0x77
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