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E37E: Sprite tile references (tile 12, animatory states 0x00-0x77) and graphic data (UDG byte 7/8)
Used by the routines at 6412, E8F3 and F95E.
E37E DEFB $00,$42,$07 Graphic data for sprite tiles 0x7E-0x80 (used for Sam's disguises)
E381 DEFB $00,$07,$00,$07,$00,$00,$00 Sprite tile references for animatory states 0x00-0x07
E388 DEFB $30 Graphic data for sprite tile 0x88 (used for Sam's disguises)
E389 DEFB $F5,$F1 Sprite tile references for animatory states 0x08-0x0A
E38B DEFB $00 Sprite tile reference for unused animatory state 0x0B
E38C DEFB $00,$05,$30 Graphic data for sprite tiles 0x8C-0x8E (used for Sam's disguises)
E38F DEFB $00 Sprite tile reference for animatory state 0x0F
E390 DEFB $04 Graphic data for sprite tile 0x90 (used for Sam's disguises)
E391 DEFB $00,$0D,$00,$0D Sprite tile references for animatory states 0x10-0x14
E395 DEFB $00,$00 Graphic data for sprite tiles 0x95-0x96 (used for Sam's disguises)
E397 DEFB $00 Sprite tile reference for animatory state 0x17
E398 DEFB $00 Graphic data for sprite tile 0x98 (used for Sam's disguises)
E399 DEFB $00,$0D,$00 Sprite tile references for animatory states 0x18-0x1B
E39C DEFB $0D Sprite tile reference for unused animatory state 0x1C
E39D DEFB $73,$53 Graphic data for sprite tiles 0x9D-0x9E (used for Sam's disguises)
E39F DEFB $00 Sprite tile reference for animatory state 0x1F
E3A0 DEFB $00 Graphic data for sprite tile 0xA0 (used for Sam's disguises)
E3A1 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x20-0x24
E3A5 DEFB $28,$82 Graphic data for sprite tiles 0xA5-0xA6 (used for Sam's disguises)
E3A7 DEFB $00 Sprite tile reference for animatory state 0x27
E3A8 DEFB $00 Graphic data for sprite tile 0xA8 (used for Sam's disguises)
E3A9 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x28-0x2C
E3AD DEFB $07,$30,$08,$73 Graphic data for sprite tiles 0xAD-0xB0 (used for Sam's disguises)
E3B1 DEFB $00,$1D,$00,$1D Sprite tile references for animatory states 0x30-0x34
E3B5 DEFB $2F Graphic data for sprite tile 0xB5 (used by Sam when he's rolling or somersaulting)
E3B6 DEFB $00,$00 Sprite tile references for animatory states 0x36-0x37
E3B8 DEFB $07 Graphic data for sprite tile 0xB8 (used for Sam's disguises)
E3B9 DEFB $00,$0D,$00,$0D Sprite tile references for animatory states 0x38-0x3C
E3BD DEFB $A0 Graphic data for sprite tile 0xBD (used by Sam when he's rolling or somersaulting)
E3BE DEFB $00,$00 Sprite tile references for animatory states 0x3E-0x3F
E3C0 DEFB $30 Graphic data for sprite tile 0xC0 (used for Sam's disguises)
E3C1 DEFB $00,$1D,$00,$1D Sprite tile references for unused animatory states 0x40-0x44
E3C5 DEFB $FC Graphic data for sprite tile 0xC5 (used by Sam when he's rolling or somersaulting)
E3C6 DEFB $00 Sprite tile reference for animatory state 0x46
E3C7 DEFB $00 Sprite tile reference for unused animatory state 0x47
E3C8 DEFB $B8 Graphic data for sprite tile 0xC8 (used for Sam's disguises)
E3C9 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x48-0x4C
E3CD DEFB $08 Graphic data for sprite tile 0xCD (used by Sam when he's rolling or somersaulting)
E3CE DEFB $00 Sprite tile reference for unused animatory state 0x4E
E3CF DEFB $00 Sprite tile reference for animatory state 0x4F
E3D0 DEFB $40 Graphic data for sprite tile 0xD0 (used for Sam's disguises)
E3D1 DEFB $00,$97,$00,$97 Sprite tile references for animatory states 0x50-0x54
E3D5 DEFB $08,$66 Graphic data for sprite tiles 0xD5-0xD6 (used for Sam's disguises)
E3D7 DEFB $00 Sprite tile reference for animatory state 0x57
E3D8 DEFB $82 Graphic data for sprite tile 0xD8 (used for Sam's disguises)
E3D9 DEFB $00,$97,$00,$97 Sprite tile references for animatory states 0x58-0x5C
E3DD DEFB $07,$30 Graphic data for sprite tiles 0xDD-0xDE (used for Sam's disguises)
E3DF DEFB $00 Sprite tile reference for animatory state 0x5F
E3E0 DEFB $40 Graphic data for sprite tile 0xE0 (used for Sam's disguises)
E3E1 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x60-0x64
E3E5 DEFB $86,$60 Graphic data for sprite tiles 0xE5-0xE6 (used for Sam's disguises)
E3E7 DEFB $00 Sprite tile reference for animatory state 0x67
E3E8 DEFB $0B Graphic data for sprite tile 0xE8 (used for Sam's disguises)
E3E9 DEFB $00,$0D,$00,$0D Sprite tile references for animatory states 0x68-0x6C
E3ED DEFB $24,$73 Graphic data for sprite tiles 0xED-0xEE (used for Sam's disguises)
E3EF DEFB $00 Sprite tile reference for animatory state 0x6F
E3F0 DEFB $84 Graphic data for sprite tile 0xF0 (used for Sam's disguises)
E3F1 DEFB $00,$0D,$00,$0D,$00,$00,$00 Sprite tile references for animatory states 0x70-0x77
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