| Data

DA7E: Sprite tile references (tile 3, animatory states 0x00-0x7F) and graphic data (mask byte 2/8)

Used by the routines at 6412, E8F3 and F95E.
DA7E | DEFB $FE,$A0,$F2 | Graphic data for sprite tiles 0x7E-0x80 (used for Sam's disguises)
DA81 | DEFB $14,$08,$14,$08,$14,$12,$00 | Sprite tile references for animatory states 0x00-0x07
DA88 | DEFB $AF | Graphic data for sprite tile 0x88 (used for Sam's disguises)
DA89 | DEFB $F1,$F5 | Sprite tile references for animatory states 0x08-0x0A
DA8B | DEFB $00 | Sprite tile reference for unused animatory state 0x0B
DA8C | DEFB $7F,$C4,$27 | Graphic data for sprite tiles 0x8C-0x8E (used for Sam's disguises)
DA8F | DEFB $00 | Sprite tile reference for animatory state 0x0F
DA90 | DEFB $EA | Graphic data for sprite tile 0x90 (used for Sam's disguises)
DA91 | DEFB $46,$08,$4A,$08 | Sprite tile references for animatory states 0x10-0x14
DA95 | DEFB $FF,$FC | Graphic data for sprite tiles 0x95-0x96 (used for Sam's disguises)
DA97 | DEFB $00 | Sprite tile reference for animatory state 0x17
DA98 | DEFB $D0 | Graphic data for sprite tile 0x98 (used for Sam's disguises)
DA99 | DEFB $46,$08,$4A | Sprite tile references for animatory states 0x18-0x1B
DA9C | DEFB $08 | Sprite tile reference for unused animatory state 0x1C
DA9D | DEFB $DD,$42 | Graphic data for sprite tiles 0x9D-0x9E (used for Sam's disguises)
DA9F | DEFB $F6 | Sprite tile reference for animatory state 0x1F
DAA0 | DEFB $FF | Graphic data for sprite tile 0xA0 (used for Sam's disguises)
DAA1 | DEFB $76,$70,$78,$70 | Sprite tile references for animatory states 0x20-0x24
DAA5 | DEFB $FC,$F0 | Graphic data for sprite tiles 0xA5-0xA6 (used for Sam's disguises)
DAA7 | DEFB $00 | Sprite tile reference for animatory state 0x27
DAA8 | DEFB $FE | Graphic data for sprite tile 0xA8 (used for Sam's disguises)
DAA9 | DEFB $76,$70,$78,$70 | Sprite tile references for animatory states 0x28-0x2C
DAAD | DEFB $FD,$DF,$EF,$FE | Graphic data for sprite tiles 0xAD-0xB0 (used for Sam's disguises)
DAB1 | DEFB $24,$0B,$24,$0B | Sprite tile references for animatory states 0x30-0x34
DAB5 | DEFB $EE | Graphic data for sprite tile 0xB5 (used by Sam when he's rolling or somersaulting)
DAB6 | DEFB $00,$00 | Sprite tile references for animatory states 0x36-0x37
DAB8 | DEFB $EF | Graphic data for sprite tile 0xB8 (used for Sam's disguises)
DAB9 | DEFB $34,$2C,$38,$2C | Sprite tile references for animatory states 0x38-0x3C
DABD | DEFB $5C | Graphic data for sprite tile 0xBD (used by Sam when he's rolling or somersaulting)
DABE | DEFB $00,$00 | Sprite tile references for animatory states 0x3E-0x3F
DAC0 | DEFB $EF | Graphic data for sprite tile 0xC0 (used for Sam's disguises)
DAC1 | DEFB $65,$60,$69,$60 | Sprite tile references for unused animatory states 0x40-0x44
DAC5 | DEFB $01 | Graphic data for sprite tile 0xC5 (used by Sam when he's rolling or somersaulting)
DAC6 | DEFB $00 | Sprite tile reference for animatory state 0x46
DAC7 | DEFB $00 | Sprite tile reference for unused animatory state 0x47
DAC8 | DEFB $AA | Graphic data for sprite tile 0xC8 (used for Sam's disguises)
DAC9 | DEFB $54,$0B,$57,$0B | Sprite tile references for animatory states 0x48-0x4C
DACD | DEFB $D3 | Graphic data for sprite tile 0xCD (used by Sam when he's rolling or somersaulting)
DACE | DEFB $00 | Sprite tile reference for unused animatory state 0x4E
DACF | DEFB $00 | Sprite tile reference for animatory state 0x4F
DAD0 | DEFB $FF | Graphic data for sprite tile 0xD0 (used for Sam's disguises)
DAD1 | DEFB $9E,$98,$9E,$98 | Sprite tile references for animatory states 0x50-0x54
DAD5 | DEFB $EC,$C5 | Graphic data for sprite tiles 0xD5-0xD6 (used for Sam's disguises)
DAD7 | DEFB $00 | Sprite tile reference for animatory state 0x57
DAD8 | DEFB $C4 | Graphic data for sprite tile 0xD8 (used for Sam's disguises)
DAD9 | DEFB $A7,$08,$A7,$08 | Sprite tile references for animatory states 0x58-0x5C
DADD | DEFB $F3,$EF | Graphic data for sprite tiles 0xDD-0xDE (used for Sam's disguises)
DADF | DEFB $00 | Sprite tile reference for animatory state 0x5F
DAE0 | DEFB $2F | Graphic data for sprite tile 0xE0 (used for Sam's disguises)
DAE1 | DEFB $8F,$0B,$91,$0B | Sprite tile references for animatory states 0x60-0x64
DAE5 | DEFB $CC,$5F | Graphic data for sprite tiles 0xE5-0xE6 (used for Sam's disguises)
DAE7 | DEFB $00 | Sprite tile reference for animatory state 0x67
DAE8 | DEFB $FA | Graphic data for sprite tile 0xE8 (used for Sam's disguises)
DAE9 | DEFB $B3,$AD,$B5,$AD | Sprite tile references for animatory states 0x68-0x6C
DAED | DEFB $42,$3E | Graphic data for sprite tiles 0xED-0xEE (used for Sam's disguises)
DAEF | DEFB $00 | Sprite tile reference for animatory state 0x6F
DAF0 | DEFB $AF | Graphic data for sprite tile 0xF0 (used for Sam's disguises)
DAF1 | DEFB $C8,$C2,$CA,$C2,$D3,$CE,$00 | Sprite tile references for animatory states 0x70-0x77
DAF8 | DEFB $00 | Unused
DAF9 | DEFB $E9 | Sprite tile reference for animatory state 0x79
DAFA | DEFB $00,$00,$00,$00,$00,$00 | Sprite tile references for unused animatory states 0x78 and 0x7A-0x7F