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E47E: Sprite tile references (tile 13, animatory states 0x00-0x77) and graphic data (mask byte 7/8)
Used by the routines at 6412, E8F3 and F95E.
E47E DEFB $FE,$42,$F7 Graphic data for sprite tiles 0x7E-0x80 (used for Sam's disguises)
E481 DEFB $00,$0A,$00,$0A,$00,$00,$00 Sprite tile references for animatory states 0x00-0x07
E488 DEFB $37 Graphic data for sprite tile 0x88 (used for Sam's disguises)
E489 DEFB $EF,$F4 Sprite tile references for animatory states 0x08-0x0A
E48B DEFB $00 Sprite tile reference for unused animatory state 0x0B
E48C DEFB $7F,$C5,$37 Graphic data for sprite tiles 0x8C-0x8E (used for Sam's disguises)
E48F DEFB $F7 Sprite tile reference for animatory state 0x0F
E490 DEFB $E4 Graphic data for sprite tile 0x90 (used for Sam's disguises)
E491 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x10-0x14
E495 DEFB $7F,$FC Graphic data for sprite tiles 0x95-0x96 (used for Sam's disguises)
E497 DEFB $00 Sprite tile reference for animatory state 0x17
E498 DEFB $FE Graphic data for sprite tile 0x98 (used for Sam's disguises)
E499 DEFB $00,$00,$00 Sprite tile references for animatory states 0x18-0x1B
E49C DEFB $00 Sprite tile reference for unused animatory state 0x1C
E49D DEFB $73,$53 Graphic data for sprite tiles 0x9D-0x9E (used for Sam's disguises)
E49F DEFB $F2 Sprite tile reference for animatory state 0x1F
E4A0 DEFB $FF Graphic data for sprite tile 0xA0 (used for Sam's disguises)
E4A1 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x20-0x24
E4A5 DEFB $A8,$82 Graphic data for sprite tiles 0xA5-0xA6 (used for Sam's disguises)
E4A7 DEFB $00 Sprite tile reference for animatory state 0x27
E4A8 DEFB $FF Graphic data for sprite tile 0xA8 (used for Sam's disguises)
E4A9 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x28-0x2C
E4AD DEFB $E7,$37,$E8,$73 Graphic data for sprite tiles 0xAD-0xB0 (used for Sam's disguises)
E4B1 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x30-0x34
E4B5 DEFB $AF Graphic data for sprite tile 0xB5 (used by Sam when he's rolling or somersaulting)
E4B6 DEFB $00,$00 Sprite tile references for animatory states 0x36-0x37
E4B8 DEFB $F7 Graphic data for sprite tile 0xB8 (used for Sam's disguises)
E4B9 DEFB $00,$1D,$00,$1D Sprite tile references for animatory states 0x38-0x3C
E4BD DEFB $AE Graphic data for sprite tile 0xBD (used by Sam when he's rolling or somersaulting)
E4BE DEFB $00,$00 Sprite tile references for animatory states 0x3E-0x3F
E4C0 DEFB $37 Graphic data for sprite tile 0xC0 (used for Sam's disguises)
E4C1 DEFB $00,$00,$00,$00 Sprite tile references for unused animatory states 0x40-0x44
E4C5 DEFB $FD Graphic data for sprite tile 0xC5 (used by Sam when he's rolling or somersaulting)
E4C6 DEFB $00 Sprite tile reference for animatory state 0x46
E4C7 DEFB $00 Sprite tile reference for unused animatory state 0x47
E4C8 DEFB $B8 Graphic data for sprite tile 0xC8 (used for Sam's disguises)
E4C9 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x48-0x4C
E4CD DEFB $09 Graphic data for sprite tile 0xCD (used by Sam when he's rolling or somersaulting)
E4CE DEFB $00 Sprite tile reference for unused animatory state 0x4E
E4CF DEFB $00 Sprite tile reference for animatory state 0x4F
E4D0 DEFB $5F Graphic data for sprite tile 0xD0 (used for Sam's disguises)
E4D1 DEFB $00,$0D,$00,$0D Sprite tile references for animatory states 0x50-0x54
E4D5 DEFB $E8,$66 Graphic data for sprite tiles 0xD5-0xD6 (used for Sam's disguises)
E4D7 DEFB $00 Sprite tile reference for animatory state 0x57
E4D8 DEFB $82 Graphic data for sprite tile 0xD8 (used for Sam's disguises)
E4D9 DEFB $00,$0D,$00,$0D Sprite tile references for animatory states 0x58-0x5C
E4DD DEFB $F7,$37 Graphic data for sprite tiles 0xDD-0xDE (used for Sam's disguises)
E4DF DEFB $00 Sprite tile reference for animatory state 0x5F
E4E0 DEFB $5F Graphic data for sprite tile 0xE0 (used for Sam's disguises)
E4E1 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x60-0x64
E4E5 DEFB $86,$6F Graphic data for sprite tiles 0xE5-0xE6 (used for Sam's disguises)
E4E7 DEFB $00 Sprite tile reference for animatory state 0x67
E4E8 DEFB $EB Graphic data for sprite tile 0xE8 (used for Sam's disguises)
E4E9 DEFB $00,$1D,$00,$1D Sprite tile references for animatory states 0x68-0x6C
E4ED DEFB $25,$73 Graphic data for sprite tiles 0xED-0xEE (used for Sam's disguises)
E4EF DEFB $00 Sprite tile reference for animatory state 0x6F
E4F0 DEFB $85 Graphic data for sprite tile 0xF0 (used for Sam's disguises)
E4F1 DEFB $00,$00,$00,$00,$00,$CF,$00 Sprite tile references for animatory states 0x70-0x77
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