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E27E: Sprite tile references (tile 11, animatory states 0x00-0x77) and graphic data (mask byte 6/8)
Used by the routines at 6412, E8F3 and F95E.
E27E DEFB $FE,$A3,$F6 Graphic data for sprite tiles 0x7E-0x80 (used for Sam's disguises)
E281 DEFB $00,$04,$00,$04,$00,$00,$FC Sprite tile references for animatory states 0x00-0x07
E288 DEFB $AF Graphic data for sprite tile 0x88 (used for Sam's disguises)
E289 DEFB $F6,$00 Sprite tile references for animatory states 0x08-0x0A
E28B DEFB $00 Sprite tile reference for unused animatory state 0x0B
E28C DEFB $FF,$BE,$AF Graphic data for sprite tiles 0x8C-0x8E (used for Sam's disguises)
E28F DEFB $F5 Sprite tile reference for animatory state 0x0F
E290 DEFB $EA Graphic data for sprite tile 0x90 (used for Sam's disguises)
E291 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x10-0x14
E295 DEFB $FF,$FB Graphic data for sprite tiles 0x95-0x96 (used for Sam's disguises)
E297 DEFB $FC Sprite tile reference for animatory state 0x17
E298 DEFB $FE Graphic data for sprite tile 0x98 (used for Sam's disguises)
E299 DEFB $00,$00,$00 Sprite tile references for animatory states 0x18-0x1B
E29C DEFB $00 Sprite tile reference for unused animatory state 0x1C
E29D DEFB $4A,$EA Graphic data for sprite tiles 0x9D-0x9E (used for Sam's disguises)
E29F DEFB $F1 Sprite tile reference for animatory state 0x1F
E2A0 DEFB $FF Graphic data for sprite tile 0xA0 (used for Sam's disguises)
E2A1 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x20-0x24
E2A5 DEFB $6B,$83 Graphic data for sprite tiles 0xA5-0xA6 (used for Sam's disguises)
E2A7 DEFB $FC Sprite tile reference for animatory state 0x27
E2A8 DEFB $FF Graphic data for sprite tile 0xA8 (used for Sam's disguises)
E2A9 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x28-0x2C
E2AD DEFB $F4,$AF,$E8,$4A Graphic data for sprite tiles 0xAD-0xB0 (used for Sam's disguises)
E2B1 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x30-0x34
E2B5 DEFB $A6 Graphic data for sprite tile 0xB5 (used by Sam when he's rolling or somersaulting)
E2B6 DEFB $00,$FC Sprite tile references for animatory states 0x36-0x37
E2B8 DEFB $F4 Graphic data for sprite tile 0xB8 (used for Sam's disguises)
E2B9 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x38-0x3C
E2BD DEFB $AD Graphic data for sprite tile 0xBD (used by Sam when he's rolling or somersaulting)
E2BE DEFB $00,$FC Sprite tile references for animatory states 0x3E-0x3F
E2C0 DEFB $AF Graphic data for sprite tile 0xC0 (used for Sam's disguises)
E2C1 DEFB $00,$00,$00,$00 Sprite tile references for unused animatory states 0x40-0x44
E2C5 DEFB $02 Graphic data for sprite tile 0xC5 (used by Sam when he's rolling or somersaulting)
E2C6 DEFB $00 Sprite tile reference for animatory state 0x46
E2C7 DEFB $FC Sprite tile reference for unused animatory state 0x47
E2C8 DEFB $48 Graphic data for sprite tile 0xC8 (used for Sam's disguises)
E2C9 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x48-0x4C
E2CD DEFB $05 Graphic data for sprite tile 0xCD (used by Sam when he's rolling or somersaulting)
E2CE DEFB $00 Sprite tile reference for unused animatory state 0x4E
E2CF DEFB $FC Sprite tile reference for animatory state 0x4F
E2D0 DEFB $5F Graphic data for sprite tile 0xD0 (used for Sam's disguises)
E2D1 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x50-0x54
E2D5 DEFB $E9,$F7 Graphic data for sprite tiles 0xD5-0xD6 (used for Sam's disguises)
E2D7 DEFB $FC Sprite tile reference for animatory state 0x57
E2D8 DEFB $83 Graphic data for sprite tile 0xD8 (used for Sam's disguises)
E2D9 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x58-0x5C
E2DD DEFB $F6,$AF Graphic data for sprite tiles 0xDD-0xDE (used for Sam's disguises)
E2DF DEFB $FC Sprite tile reference for animatory state 0x5F
E2E0 DEFB $5F Graphic data for sprite tile 0xE0 (used for Sam's disguises)
E2E1 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x60-0x64
E2E5 DEFB $9F,$7F Graphic data for sprite tiles 0xE5-0xE6 (used for Sam's disguises)
E2E7 DEFB $FC Sprite tile reference for animatory state 0x67
E2E8 DEFB $F4 Graphic data for sprite tile 0xE8 (used for Sam's disguises)
E2E9 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x68-0x6C
E2ED DEFB $35,$6A Graphic data for sprite tiles 0xED-0xEE (used for Sam's disguises)
E2EF DEFB $FC Sprite tile reference for animatory state 0x6F
E2F0 DEFB $85 Graphic data for sprite tile 0xF0 (used for Sam's disguises)
E2F1 DEFB $00,$00,$00,$00,$00,$00,$FC Sprite tile references for animatory states 0x70-0x77
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