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E07E: Sprite tile references (tile 9, animatory states 0x00-0x77) and graphic data (mask byte 5/8)
Used by the routines at 6412, E8F3 and F95E.
E07E DEFB $FD,$12,$F6 Graphic data for sprite tiles 0x7E-0x80 (used for Sam's disguises)
E081 DEFB $17,$0C,$19,$0C,$E4,$E6,$00 Sprite tile references for animatory states 0x00-0x07
E088 DEFB $6F Graphic data for sprite tile 0x88 (used for Sam's disguises)
E089 DEFB $F2,$F7 Sprite tile references for animatory states 0x08-0x0A
E08B DEFB $00 Sprite tile reference for unused animatory state 0x0B
E08C DEFB $FF,$C4,$6F Graphic data for sprite tiles 0x8C-0x8E (used for Sam's disguises)
E08F DEFB $F4 Sprite tile reference for animatory state 0x0F
E090 DEFB $D1 Graphic data for sprite tile 0x90 (used for Sam's disguises)
E091 DEFB $49,$41,$4C,$41 Sprite tile references for animatory states 0x10-0x14
E095 DEFB $FF,$FC Graphic data for sprite tiles 0x95-0x96 (used for Sam's disguises)
E097 DEFB $00 Sprite tile reference for animatory state 0x17
E098 DEFB $F9 Graphic data for sprite tile 0x98 (used for Sam's disguises)
E099 DEFB $49,$41,$4C Sprite tile references for animatory states 0x18-0x1B
E09C DEFB $41 Sprite tile reference for unused animatory state 0x1C
E09D DEFB $46,$46 Graphic data for sprite tiles 0x9D-0x9E (used for Sam's disguises)
E09F DEFB $EF Sprite tile reference for animatory state 0x1F
E0A0 DEFB $FF Graphic data for sprite tile 0xA0 (used for Sam's disguises)
E0A1 DEFB $68,$62,$6C,$62 Sprite tile references for animatory states 0x20-0x24
E0A5 DEFB $94,$C2 Graphic data for sprite tiles 0xA5-0xA6 (used for Sam's disguises)
E0A7 DEFB $00 Sprite tile reference for animatory state 0x27
E0A8 DEFB $FF Graphic data for sprite tile 0xA8 (used for Sam's disguises)
E0A9 DEFB $68,$62,$6C,$62 Sprite tile references for animatory states 0x28-0x2C
E0AD DEFB $F4,$6F,$DC,$46 Graphic data for sprite tiles 0xAD-0xB0 (used for Sam's disguises)
E0B1 DEFB $27,$1F,$27,$1F Sprite tile references for animatory states 0x30-0x34
E0B5 DEFB $B4 Graphic data for sprite tile 0xB5 (used by Sam when he's rolling or somersaulting)
E0B6 DEFB $00,$00 Sprite tile references for animatory states 0x36-0x37
E0B8 DEFB $F4 Graphic data for sprite tile 0xB8 (used for Sam's disguises)
E0B9 DEFB $37,$2F,$3B,$2F Sprite tile references for animatory states 0x38-0x3C
E0BD DEFB $F2 Graphic data for sprite tile 0xBD (used by Sam when he's rolling or somersaulting)
E0BE DEFB $EC,$00 Sprite tile references for animatory states 0x3E-0x3F
E0C0 DEFB $6F Graphic data for sprite tile 0xC0 (used for Sam's disguises)
E0C1 DEFB $68,$62,$6C,$62 Sprite tile references for unused animatory states 0x40-0x44
E0C5 DEFB $02 Graphic data for sprite tile 0xC5 (used by Sam when he's rolling or somersaulting)
E0C6 DEFB $ED Sprite tile reference for animatory state 0x46
E0C7 DEFB $00 Sprite tile reference for unused animatory state 0x47
E0C8 DEFB $48 Graphic data for sprite tile 0xC8 (used for Sam's disguises)
E0C9 DEFB $27,$56,$5A,$56 Sprite tile references for animatory states 0x48-0x4C
E0CD DEFB $42 Graphic data for sprite tile 0xCD (used by Sam when he's rolling or somersaulting)
E0CE DEFB $00 Sprite tile reference for unused animatory state 0x4E
E0CF DEFB $00 Sprite tile reference for animatory state 0x4F
E0D0 DEFB $BF Graphic data for sprite tile 0xD0 (used for Sam's disguises)
E0D1 DEFB $27,$56,$5A,$56 Sprite tile references for animatory states 0x50-0x54
E0D5 DEFB $E9,$E7 Graphic data for sprite tiles 0xD5-0xD6 (used for Sam's disguises)
E0D7 DEFB $00 Sprite tile reference for animatory state 0x57
E0D8 DEFB $82 Graphic data for sprite tile 0xD8 (used for Sam's disguises)
E0D9 DEFB $27,$56,$5A,$56 Sprite tile references for animatory states 0x58-0x5C
E0DD DEFB $F6,$6F Graphic data for sprite tiles 0xDD-0xDE (used for Sam's disguises)
E0DF DEFB $00 Sprite tile reference for animatory state 0x5F
E0E0 DEFB $5F Graphic data for sprite tile 0xE0 (used for Sam's disguises)
E0E1 DEFB $27,$56,$5A,$56 Sprite tile references for animatory states 0x60-0x64
E0E5 DEFB $9E,$7F Graphic data for sprite tiles 0xE5-0xE6 (used for Sam's disguises)
E0E7 DEFB $00 Sprite tile reference for animatory state 0x67
E0E8 DEFB $F4 Graphic data for sprite tile 0xE8 (used for Sam's disguises)
E0E9 DEFB $49,$41,$4C,$41 Sprite tile references for animatory states 0x68-0x6C
E0ED DEFB $25,$66 Graphic data for sprite tiles 0xED-0xEE (used for Sam's disguises)
E0EF DEFB $00 Sprite tile reference for animatory state 0x6F
E0F0 DEFB $8B Graphic data for sprite tile 0xF0 (used for Sam's disguises)
E0F1 DEFB $49,$41,$4C,$41,$D5,$D1,$00 Sprite tile references for animatory states 0x70-0x77
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