| Data

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