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DE7E: Sprite tile references (tile 7, animatory states 0x00-0x77) and graphic data (mask byte 4/8)
Used by the routines at 6412, E8F3 and F95E.
DE7E DEFB $FD,$52,$F7 Graphic data for sprite tiles 0x7E-0x80 (used for Sam's disguises)
DE81 DEFB $13,$06,$13,$06,$13,$11,$F9 Sprite tile references for animatory states 0x00-0x07
DE88 DEFB $EF Graphic data for sprite tile 0x88 (used for Sam's disguises)
DE89 DEFB $F3,$F0 Sprite tile references for animatory states 0x08-0x0A
DE8B DEFB $00 Sprite tile reference for unused animatory state 0x0B
DE8C DEFB $7F,$C7,$E7 Graphic data for sprite tiles 0x8C-0x8E (used for Sam's disguises)
DE8F DEFB $F0 Sprite tile reference for animatory state 0x0F
DE90 DEFB $D5 Graphic data for sprite tile 0x90 (used for Sam's disguises)
DE91 DEFB $45,$3F,$45,$3F Sprite tile references for animatory states 0x10-0x14
DE95 DEFB $FF,$FC Graphic data for sprite tiles 0x95-0x96 (used for Sam's disguises)
DE97 DEFB $F9 Sprite tile reference for animatory state 0x17
DE98 DEFB $F7 Graphic data for sprite tile 0x98 (used for Sam's disguises)
DE99 DEFB $45,$3F,$45 Sprite tile references for animatory states 0x18-0x1B
DE9C DEFB $3F Sprite tile reference for unused animatory state 0x1C
DE9D DEFB $42,$7E Graphic data for sprite tiles 0x9D-0x9E (used for Sam's disguises)
DE9F DEFB $F3 Sprite tile reference for animatory state 0x1F
DEA0 DEFB $FF Graphic data for sprite tile 0xA0 (used for Sam's disguises)
DEA1 DEFB $75,$6F,$75,$6F Sprite tile references for animatory states 0x20-0x24
DEA5 DEFB $6C,$E2 Graphic data for sprite tiles 0xA5-0xA6 (used for Sam's disguises)
DEA7 DEFB $F9 Sprite tile reference for animatory state 0x27
DEA8 DEFB $FE Graphic data for sprite tile 0xA8 (used for Sam's disguises)
DEA9 DEFB $75,$6F,$75,$6F Sprite tile references for animatory states 0x28-0x2C
DEAD DEFB $F4,$2F,$DE,$E2 Graphic data for sprite tiles 0xAD-0xB0 (used for Sam's disguises)
DEB1 DEFB $23,$1C,$23,$80 Sprite tile references for animatory states 0x30-0x34
DEB5 DEFB $D4 Graphic data for sprite tile 0xB5 (used by Sam when he's rolling or somersaulting)
DEB6 DEFB $00,$F9 Sprite tile references for animatory states 0x36-0x37
DEB8 DEFB $EE Graphic data for sprite tile 0xB8 (used for Sam's disguises)
DEB9 DEFB $33,$2B,$33,$85 Sprite tile references for animatory states 0x38-0x3C
DEBD DEFB $54 Graphic data for sprite tile 0xBD (used by Sam when he's rolling or somersaulting)
DEBE DEFB $00,$F9 Sprite tile references for animatory states 0x3E-0x3F
DEC0 DEFB $2F Graphic data for sprite tile 0xC0 (used for Sam's disguises)
DEC1 DEFB $64,$5F,$64,$5F Sprite tile references for unused animatory states 0x40-0x44
DEC5 DEFB $01 Graphic data for sprite tile 0xC5 (used by Sam when he's rolling or somersaulting)
DEC6 DEFB $00 Sprite tile reference for animatory state 0x46
DEC7 DEFB $F9 Sprite tile reference for unused animatory state 0x47
DEC8 DEFB $44 Graphic data for sprite tile 0xC8 (used for Sam's disguises)
DEC9 DEFB $53,$4E,$53,$88 Sprite tile references for animatory states 0x48-0x4C
DECD DEFB $A3 Graphic data for sprite tile 0xCD (used by Sam when he's rolling or somersaulting)
DECE DEFB $00 Sprite tile reference for unused animatory state 0x4E
DECF DEFB $F9 Sprite tile reference for animatory state 0x4F
DED0 DEFB $BF Graphic data for sprite tile 0xD0 (used for Sam's disguises)
DED1 DEFB $9D,$96,$9D,$96 Sprite tile references for animatory states 0x50-0x54
DED5 DEFB $E8,$E7 Graphic data for sprite tiles 0xD5-0xD6 (used for Sam's disguises)
DED7 DEFB $F9 Sprite tile reference for animatory state 0x57
DED8 DEFB $83 Graphic data for sprite tile 0xD8 (used for Sam's disguises)
DED9 DEFB $9D,$96,$9D,$96 Sprite tile references for animatory states 0x58-0x5C
DEDD DEFB $F7,$EF Graphic data for sprite tiles 0xDD-0xDE (used for Sam's disguises)
DEDF DEFB $F9 Sprite tile reference for animatory state 0x5F
DEE0 DEFB $DF Graphic data for sprite tile 0xE0 (used for Sam's disguises)
DEE1 DEFB $53,$4E,$53,$88 Sprite tile references for animatory states 0x60-0x64
DEE5 DEFB $8E,$7F Graphic data for sprite tiles 0xE5-0xE6 (used for Sam's disguises)
DEE7 DEFB $F9 Sprite tile reference for animatory state 0x67
DEE8 DEFB $F4 Graphic data for sprite tile 0xE8 (used for Sam's disguises)
DEE9 DEFB $B2,$AC,$B2,$AC Sprite tile references for animatory states 0x68-0x6C
DEED DEFB $3D,$7E Graphic data for sprite tiles 0xED-0xEE (used for Sam's disguises)
DEEF DEFB $F9 Sprite tile reference for animatory state 0x6F
DEF0 DEFB $4B Graphic data for sprite tile 0xF0 (used for Sam's disguises)
DEF1 DEFB $C7,$C1,$C7,$C1,$00,$00,$F9 Sprite tile references for animatory states 0x70-0x77
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