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E17E: Sprite tile references (tile 10, animatory states 0x00-0x77) and graphic data (UDG byte 6/8)
Used by the routines at 6412, E8F3 and F95E.
E17E DEFB $00,$A3,$06 Graphic data for sprite tiles 0x7E-0x80 (used for Sam's disguises)
E181 DEFB $00,$00,$00,$00,$00,$00,$F8 Sprite tile references for animatory states 0x00-0x07
E188 DEFB $A0 Graphic data for sprite tile 0x88 (used for Sam's disguises)
E189 DEFB $00,$00 Sprite tile references for animatory states 0x08-0x0A
E18B DEFB $00 Sprite tile reference for unused animatory state 0x0B
E18C DEFB $00,$3E,$A0 Graphic data for sprite tiles 0x8C-0x8E (used for Sam's disguises)
E18F DEFB $F3 Sprite tile reference for animatory state 0x0F
E190 DEFB $0A Graphic data for sprite tile 0x90 (used for Sam's disguises)
E191 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x10-0x14
E195 DEFB $00,$03 Graphic data for sprite tiles 0x95-0x96 (used for Sam's disguises)
E197 DEFB $F8 Sprite tile reference for animatory state 0x17
E198 DEFB $00 Graphic data for sprite tile 0x98 (used for Sam's disguises)
E199 DEFB $00,$00,$00 Sprite tile references for animatory states 0x18-0x1B
E19C DEFB $00 Sprite tile reference for unused animatory state 0x1C
E19D DEFB $4A,$EA Graphic data for sprite tiles 0x9D-0x9E (used for Sam's disguises)
E19F DEFB $F0 Sprite tile reference for animatory state 0x1F
E1A0 DEFB $00 Graphic data for sprite tile 0xA0 (used for Sam's disguises)
E1A1 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x20-0x24
E1A5 DEFB $6B,$83 Graphic data for sprite tiles 0xA5-0xA6 (used for Sam's disguises)
E1A7 DEFB $F8 Sprite tile reference for animatory state 0x27
E1A8 DEFB $00 Graphic data for sprite tile 0xA8 (used for Sam's disguises)
E1A9 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x28-0x2C
E1AD DEFB $04,$A0,$08,$4A Graphic data for sprite tiles 0xAD-0xB0 (used for Sam's disguises)
E1B1 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x30-0x34
E1B5 DEFB $26 Graphic data for sprite tile 0xB5 (used by Sam when he's rolling or somersaulting)
E1B6 DEFB $00,$F8 Sprite tile references for animatory states 0x36-0x37
E1B8 DEFB $04 Graphic data for sprite tile 0xB8 (used for Sam's disguises)
E1B9 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x38-0x3C
E1BD DEFB $A1 Graphic data for sprite tile 0xBD (used by Sam when he's rolling or somersaulting)
E1BE DEFB $00,$F8 Sprite tile references for animatory states 0x3E-0x3F
E1C0 DEFB $A0 Graphic data for sprite tile 0xC0 (used for Sam's disguises)
E1C1 DEFB $00,$00,$00,$00 Sprite tile references for unused animatory states 0x40-0x44
E1C5 DEFB $02 Graphic data for sprite tile 0xC5 (used by Sam when he's rolling or somersaulting)
E1C6 DEFB $00 Sprite tile reference for animatory state 0x46
E1C7 DEFB $F8 Sprite tile reference for unused animatory state 0x47
E1C8 DEFB $48 Graphic data for sprite tile 0xC8 (used for Sam's disguises)
E1C9 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x48-0x4C
E1CD DEFB $04 Graphic data for sprite tile 0xCD (used by Sam when he's rolling or somersaulting)
E1CE DEFB $00 Sprite tile reference for unused animatory state 0x4E
E1CF DEFB $F8 Sprite tile reference for animatory state 0x4F
E1D0 DEFB $40 Graphic data for sprite tile 0xD0 (used for Sam's disguises)
E1D1 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x50-0x54
E1D5 DEFB $09,$F7 Graphic data for sprite tiles 0xD5-0xD6 (used for Sam's disguises)
E1D7 DEFB $F8 Sprite tile reference for animatory state 0x57
E1D8 DEFB $83 Graphic data for sprite tile 0xD8 (used for Sam's disguises)
E1D9 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x58-0x5C
E1DD DEFB $06,$A0 Graphic data for sprite tiles 0xDD-0xDE (used for Sam's disguises)
E1DF DEFB $F8 Sprite tile reference for animatory state 0x5F
E1E0 DEFB $40 Graphic data for sprite tile 0xE0 (used for Sam's disguises)
E1E1 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x60-0x64
E1E5 DEFB $9F,$70 Graphic data for sprite tiles 0xE5-0xE6 (used for Sam's disguises)
E1E7 DEFB $F8 Sprite tile reference for animatory state 0x67
E1E8 DEFB $04 Graphic data for sprite tile 0xE8 (used for Sam's disguises)
E1E9 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x68-0x6C
E1ED DEFB $34,$6A Graphic data for sprite tiles 0xED-0xEE (used for Sam's disguises)
E1EF DEFB $F8 Sprite tile reference for animatory state 0x6F
E1F0 DEFB $84 Graphic data for sprite tile 0xF0 (used for Sam's disguises)
E1F1 DEFB $00,$00,$00,$00,$00,$00,$F8 Sprite tile references for animatory states 0x70-0x77
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