| Data

647C: Animation phase table for Sam when rolling

Used by the routine at 64B8. Each entry in this table comprises 4 bytes. The first entry corresponds to animation phase 1.
647C | DEFB $00 | x-coordinate increment (if facing left)
647D | DEFB $00 | x-coordinate increment (if facing right)
647E | DEFB $00 | y-coordinate increment
647F | DEFB $06 | Bits 0-6: base animatory state (0x06); bit 7 reset: Sam cannot land on his feet yet
The next entry corresponds to animation phase 2.
6480 | DEFB $FD | x-coordinate increment (if facing left)
6481 | DEFB $01 | x-coordinate increment (if facing right)
6482 | DEFB $02 | y-coordinate increment
6483 | DEFB $0F | Bits 0-6: base animatory state (0x0F); bit 7 reset: Sam cannot land on his feet yet
The next entry corresponds to animation phase 3.
6484 | DEFB $01 | x-coordinate increment (if facing left)
6485 | DEFB $01 | x-coordinate increment (if facing right)
6486 | DEFB $FF | y-coordinate increment
6487 | DEFB $09 | Bits 0-6: base animatory state (0x09); bit 7 reset: Sam cannot land on his feet yet
The next entry corresponds to animation phase 4.
6488 | DEFB $FE | x-coordinate increment (if facing left)
6489 | DEFB $00 | x-coordinate increment (if facing right)
648A | DEFB $02 | y-coordinate increment
648B | DEFB $1F | Bits 0-6: base animatory state (0x1F); bit 7 reset: Sam cannot land on his feet yet
The next entry corresponds to animation phase 5.
648C | DEFB $01 | x-coordinate increment (if facing left)
648D | DEFB $01 | x-coordinate increment (if facing right)
648E | DEFB $FC | y-coordinate increment
648F | DEFB $8A | Bits 0-6: base animatory state (0x0A); bit 7 set: check whether Sam has landed on his feet
The next entry corresponds to animation phase 6.
6490 | DEFB $FF | x-coordinate increment (if facing left)
6491 | DEFB $01 | x-coordinate increment (if facing right)
6492 | DEFB $00 | y-coordinate increment
6493 | DEFB $80 | Bits 0-6: base animatory state (0x00); bit 7 set: check whether Sam has landed on his feet