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E57E: Sprite tile references (tile 14, animatory states 0x00-0x77) and graphic data (UDG byte 8/8)
Used by the routines at 6412, E8F3 and F95E.
E57E DEFB $01,$1C,$0B Graphic data for sprite tiles 0x7E-0x80 (used for Sam's disguises)
E581 DEFB $00,$0D,$00,$0D,$00,$00,$00 Sprite tile references for animatory states 0x00-0x07
E588 DEFB $08 Graphic data for sprite tile 0x88 (used for Sam's disguises)
E589 DEFB $00,$00 Sprite tile references for animatory states 0x08-0x0A
E58B DEFB $00 Sprite tile reference for unused animatory state 0x0B
E58C DEFB $80,$0B,$08 Graphic data for sprite tiles 0x8C-0x8E (used for Sam's disguises)
E58F DEFB $F6 Sprite tile reference for animatory state 0x0F
E590 DEFB $11 Graphic data for sprite tile 0x90 (used for Sam's disguises)
E591 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x10-0x14
E595 DEFB $80,$00 Graphic data for sprite tiles 0x95-0x96 (used for Sam's disguises)
E597 DEFB $00 Sprite tile reference for animatory state 0x17
E598 DEFB $01 Graphic data for sprite tile 0x98 (used for Sam's disguises)
E599 DEFB $00,$00,$00 Sprite tile references for animatory states 0x18-0x1B
E59C DEFB $00 Sprite tile reference for unused animatory state 0x1C
E59D DEFB $F0,$B0 Graphic data for sprite tiles 0x9D-0x9E (used for Sam's disguises)
E59F DEFB $00 Sprite tile reference for animatory state 0x1F
E5A0 DEFB $00 Graphic data for sprite tile 0xA0 (used for Sam's disguises)
E5A1 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x20-0x24
E5A5 DEFB $25,$5C Graphic data for sprite tiles 0xA5-0xA6 (used for Sam's disguises)
E5A7 DEFB $00 Sprite tile reference for animatory state 0x27
E5A8 DEFB $00 Graphic data for sprite tile 0xA8 (used for Sam's disguises)
E5A9 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x28-0x2C
E5AD DEFB $0F,$08,$15,$B0 Graphic data for sprite tiles 0xAD-0xB0 (used for Sam's disguises)
E5B1 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x30-0x34
E5B5 DEFB $2C Graphic data for sprite tile 0xB5 (used by Sam when he's rolling or somersaulting)
E5B6 DEFB $00,$00 Sprite tile references for animatory states 0x36-0x37
E5B8 DEFB $0B Graphic data for sprite tile 0xB8 (used for Sam's disguises)
E5B9 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x38-0x3C
E5BD DEFB $C0 Graphic data for sprite tile 0xBD (used by Sam when he's rolling or somersaulting)
E5BE DEFB $00,$00 Sprite tile references for animatory states 0x3E-0x3F
E5C0 DEFB $08 Graphic data for sprite tile 0xC0 (used for Sam's disguises)
E5C1 DEFB $00,$00,$00,$00 Sprite tile references for unused animatory states 0x40-0x44
E5C5 DEFB $00 Graphic data for sprite tile 0xC5 (used by Sam when he's rolling or somersaulting)
E5C6 DEFB $00 Sprite tile reference for animatory state 0x46
E5C7 DEFB $00 Sprite tile reference for unused animatory state 0x47
E5C8 DEFB $88 Graphic data for sprite tile 0xC8 (used for Sam's disguises)
E5C9 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x48-0x4C
E5CD DEFB $B0 Graphic data for sprite tile 0xCD (used by Sam when he's rolling or somersaulting)
E5CE DEFB $00 Sprite tile reference for unused animatory state 0x4E
E5CF DEFB $00 Sprite tile reference for animatory state 0x4F
E5D0 DEFB $20 Graphic data for sprite tile 0xD0 (used for Sam's disguises)
E5D1 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x50-0x54
E5D5 DEFB $15,$CE Graphic data for sprite tiles 0xD5-0xD6 (used for Sam's disguises)
E5D7 DEFB $00 Sprite tile reference for animatory state 0x57
E5D8 DEFB $5C Graphic data for sprite tile 0xD8 (used for Sam's disguises)
E5D9 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x58-0x5C
E5DD DEFB $0B,$08 Graphic data for sprite tiles 0xDD-0xDE (used for Sam's disguises)
E5DF DEFB $00 Sprite tile reference for animatory state 0x5F
E5E0 DEFB $80 Graphic data for sprite tile 0xE0 (used for Sam's disguises)
E5E1 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x60-0x64
E5E5 DEFB $5C,$E0 Graphic data for sprite tiles 0xE5-0xE6 (used for Sam's disguises)
E5E7 DEFB $00 Sprite tile reference for animatory state 0x67
E5E8 DEFB $08 Graphic data for sprite tile 0xE8 (used for Sam's disguises)
E5E9 DEFB $00,$00,$00,$00 Sprite tile references for animatory states 0x68-0x6C
E5ED DEFB $C8,$B0 Graphic data for sprite tiles 0xED-0xEE (used for Sam's disguises)
E5EF DEFB $00 Sprite tile reference for animatory state 0x6F
E5F0 DEFB $82 Graphic data for sprite tile 0xF0 (used for Sam's disguises)
E5F1 DEFB $00,$00,$00,$00,$D6,$D2,$00 Sprite tile references for animatory states 0x70-0x77
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