Prev: DF50 Up: Map Next: DFF8
DF7E: Sprite tile references (tile 8, animatory states 0x00-0x77) and graphic data (UDG byte 5/8)
Used by the routines at 6412, E8F3 and F95E.
DF7E DEFB $01,$12,$06 Graphic data for sprite tiles 0x7E-0x80 (used for Sam's disguises)
DF81 DEFB $15,$09,$15,$09,$15,$13,$FD Sprite tile references for animatory states 0x00-0x07
DF88 DEFB $60 Graphic data for sprite tile 0x88 (used for Sam's disguises)
DF89 DEFB $F0,$F3 Sprite tile references for animatory states 0x08-0x0A
DF8B DEFB $00 Sprite tile reference for unused animatory state 0x0B
DF8C DEFB $00,$04,$60 Graphic data for sprite tiles 0x8C-0x8E (used for Sam's disguises)
DF8F DEFB $EF Sprite tile reference for animatory state 0x0F
DF90 DEFB $11 Graphic data for sprite tile 0x90 (used for Sam's disguises)
DF91 DEFB $47,$40,$47,$40 Sprite tile references for animatory states 0x10-0x14
DF95 DEFB $00,$00 Graphic data for sprite tiles 0x95-0x96 (used for Sam's disguises)
DF97 DEFB $FD Sprite tile reference for animatory state 0x17
DF98 DEFB $01 Graphic data for sprite tile 0x98 (used for Sam's disguises)
DF99 DEFB $47,$40,$47 Sprite tile references for animatory states 0x18-0x1B
DF9C DEFB $40 Sprite tile reference for unused animatory state 0x1C
DF9D DEFB $46,$46 Graphic data for sprite tiles 0x9D-0x9E (used for Sam's disguises)
DF9F DEFB $F4 Sprite tile reference for animatory state 0x1F
DFA0 DEFB $00 Graphic data for sprite tile 0xA0 (used for Sam's disguises)
DFA1 DEFB $77,$71,$79,$71 Sprite tile references for animatory states 0x20-0x24
DFA5 DEFB $90,$C2 Graphic data for sprite tiles 0xA5-0xA6 (used for Sam's disguises)
DFA7 DEFB $FD Sprite tile reference for animatory state 0x27
DFA8 DEFB $00 Graphic data for sprite tile 0xA8 (used for Sam's disguises)
DFA9 DEFB $77,$71,$79,$71 Sprite tile references for animatory states 0x28-0x2C
DFAD DEFB $04,$60,$1C,$46 Graphic data for sprite tiles 0xAD-0xB0 (used for Sam's disguises)
DFB1 DEFB $25,$1E,$25,$83 Sprite tile references for animatory states 0x30-0x34
DFB5 DEFB $34 Graphic data for sprite tile 0xB5 (used by Sam when he's rolling or somersaulting)
DFB6 DEFB $00,$FD Sprite tile references for animatory states 0x36-0x37
DFB8 DEFB $04 Graphic data for sprite tile 0xB8 (used for Sam's disguises)
DFB9 DEFB $35,$2D,$39,$86 Sprite tile references for animatory states 0x38-0x3C
DFBD DEFB $F2 Graphic data for sprite tile 0xBD (used by Sam when he's rolling or somersaulting)
DFBE DEFB $00,$FD Sprite tile references for animatory states 0x3E-0x3F
DFC0 DEFB $60 Graphic data for sprite tile 0xC0 (used for Sam's disguises)
DFC1 DEFB $66,$61,$6A,$61 Sprite tile references for unused animatory states 0x40-0x44
DFC5 DEFB $02 Graphic data for sprite tile 0xC5 (used by Sam when he's rolling or somersaulting)
DFC6 DEFB $00 Sprite tile reference for animatory state 0x46
DFC7 DEFB $FD Sprite tile reference for unused animatory state 0x47
DFC8 DEFB $48 Graphic data for sprite tile 0xC8 (used for Sam's disguises)
DFC9 DEFB $55,$4F,$58,$4F Sprite tile references for animatory states 0x48-0x4C
DFCD DEFB $42 Graphic data for sprite tile 0xCD (used by Sam when he's rolling or somersaulting)
DFCE DEFB $00 Sprite tile reference for unused animatory state 0x4E
DFCF DEFB $FD Sprite tile reference for animatory state 0x4F
DFD0 DEFB $80 Graphic data for sprite tile 0xD0 (used for Sam's disguises)
DFD1 DEFB $9F,$99,$9F,$99 Sprite tile references for animatory states 0x50-0x54
DFD5 DEFB $09,$E7 Graphic data for sprite tiles 0xD5-0xD6 (used for Sam's disguises)
DFD7 DEFB $FD Sprite tile reference for animatory state 0x57
DFD8 DEFB $82 Graphic data for sprite tile 0xD8 (used for Sam's disguises)
DFD9 DEFB $9F,$99,$9F,$99 Sprite tile references for animatory states 0x58-0x5C
DFDD DEFB $06,$60 Graphic data for sprite tiles 0xDD-0xDE (used for Sam's disguises)
DFDF DEFB $FD Sprite tile reference for animatory state 0x5F
DFE0 DEFB $40 Graphic data for sprite tile 0xE0 (used for Sam's disguises)
DFE1 DEFB $90,$8E,$92,$8E Sprite tile references for animatory states 0x60-0x64
DFE5 DEFB $9E,$70 Graphic data for sprite tiles 0xE5-0xE6 (used for Sam's disguises)
DFE7 DEFB $FD Sprite tile reference for animatory state 0x67
DFE8 DEFB $04 Graphic data for sprite tile 0xE8 (used for Sam's disguises)
DFE9 DEFB $B4,$AE,$B6,$AE Sprite tile references for animatory states 0x68-0x6C
DFED DEFB $24,$66 Graphic data for sprite tiles 0xED-0xEE (used for Sam's disguises)
DFEF DEFB $FD Sprite tile reference for animatory state 0x6F
DFF0 DEFB $88 Graphic data for sprite tile 0xF0 (used for Sam's disguises)
DFF1 DEFB $C9,$C3,$CB,$C3,$CE,$00,$FD Sprite tile references for animatory states 0x70-0x77
Prev: DF50 Up: Map Next: DFF8