| Data

DD7E: Sprite tile references (tile 6, animatory states 0x00-0x77) and graphic data (UDG byte 4/8)

Used by the routines at 6412, E8F3 and F95E.
DD7E | DEFB $01,$52,$07 | Graphic data for sprite tiles 0x7E-0x80 (used for Sam's disguises)
DD81 | DEFB $11,$03,$11,$03,$11,$B0,$00 | Sprite tile references for animatory states 0x00-0x07
DD88 | DEFB $E0 | Graphic data for sprite tile 0x88 (used for Sam's disguises)
DD89 | DEFB $F7,$F2 | Sprite tile references for animatory states 0x08-0x0A
DD8B | DEFB $00 | Sprite tile reference for unused animatory state 0x0B
DD8C | DEFB $00,$07,$E0 | Graphic data for sprite tiles 0x8C-0x8E (used for Sam's disguises)
DD8F | DEFB $F1 | Sprite tile reference for animatory state 0x0F
DD90 | DEFB $15 | Graphic data for sprite tile 0x90 (used for Sam's disguises)
DD91 | DEFB $43,$3D,$43,$3D | Sprite tile references for animatory states 0x10-0x14
DD95 | DEFB $00,$00 | Graphic data for sprite tiles 0x95-0x96 (used for Sam's disguises)
DD97 | DEFB $00 | Sprite tile reference for animatory state 0x17
DD98 | DEFB $07 | Graphic data for sprite tile 0x98 (used for Sam's disguises)
DD99 | DEFB $43,$3D,$43 | Sprite tile references for animatory states 0x18-0x1B
DD9C | DEFB $3D | Sprite tile reference for unused animatory state 0x1C
DD9D | DEFB $42,$7E | Graphic data for sprite tiles 0x9D-0x9E (used for Sam's disguises)
DD9F | DEFB $F5 | Sprite tile reference for animatory state 0x1F
DDA0 | DEFB $00 | Graphic data for sprite tile 0xA0 (used for Sam's disguises)
DDA1 | DEFB $73,$6E,$73,$6E | Sprite tile references for animatory states 0x20-0x24
DDA5 | DEFB $60,$E2 | Graphic data for sprite tiles 0xA5-0xA6 (used for Sam's disguises)
DDA7 | DEFB $00 | Sprite tile reference for animatory state 0x27
DDA8 | DEFB $00 | Graphic data for sprite tile 0xA8 (used for Sam's disguises)
DDA9 | DEFB $73,$6E,$73,$6E | Sprite tile references for animatory states 0x28-0x2C
DDAD | DEFB $04,$20,$1E,$E2 | Graphic data for sprite tiles 0xAD-0xB0 (used for Sam's disguises)
DDB1 | DEFB $21,$1A,$21,$1A | Sprite tile references for animatory states 0x30-0x34
DDB5 | DEFB $14 | Graphic data for sprite tile 0xB5 (used by Sam when he's rolling or somersaulting)
DDB6 | DEFB $00,$00 | Sprite tile references for animatory states 0x36-0x37
DDB8 | DEFB $0E | Graphic data for sprite tile 0xB8 (used for Sam's disguises)
DDB9 | DEFB $31,$29,$31,$29 | Sprite tile references for animatory states 0x38-0x3C
DDBD | DEFB $54 | Graphic data for sprite tile 0xBD (used by Sam when he's rolling or somersaulting)
DDBE | DEFB $00,$00 | Sprite tile references for animatory states 0x3E-0x3F
DDC0 | DEFB $20 | Graphic data for sprite tile 0xC0 (used for Sam's disguises)
DDC1 | DEFB $5D,$5B,$5D,$5B | Sprite tile references for unused animatory states 0x40-0x44
DDC5 | DEFB $01 | Graphic data for sprite tile 0xC5 (used by Sam when he's rolling or somersaulting)
DDC6 | DEFB $00 | Sprite tile reference for animatory state 0x46
DDC7 | DEFB $00 | Sprite tile reference for unused animatory state 0x47
DDC8 | DEFB $44 | Graphic data for sprite tile 0xC8 (used for Sam's disguises)
DDC9 | DEFB $51,$4D,$51,$4D | Sprite tile references for animatory states 0x48-0x4C
DDCD | DEFB $A3 | Graphic data for sprite tile 0xCD (used by Sam when he's rolling or somersaulting)
DDCE | DEFB $00 | Sprite tile reference for unused animatory state 0x4E
DDCF | DEFB $00 | Sprite tile reference for animatory state 0x4F
DDD0 | DEFB $80 | Graphic data for sprite tile 0xD0 (used for Sam's disguises)
DDD1 | DEFB $9B,$94,$9B,$94 | Sprite tile references for animatory states 0x50-0x54
DDD5 | DEFB $08,$E7 | Graphic data for sprite tiles 0xD5-0xD6 (used for Sam's disguises)
DDD7 | DEFB $00 | Sprite tile reference for animatory state 0x57
DDD8 | DEFB $83 | Graphic data for sprite tile 0xD8 (used for Sam's disguises)
DDD9 | DEFB $A5,$A2,$A5,$A2 | Sprite tile references for animatory states 0x58-0x5C
DDDD | DEFB $07,$E0 | Graphic data for sprite tiles 0xDD-0xDE (used for Sam's disguises)
DDDF | DEFB $00 | Sprite tile reference for animatory state 0x5F
DDE0 | DEFB $C0 | Graphic data for sprite tile 0xE0 (used for Sam's disguises)
DDE1 | DEFB $8D,$8B,$8D,$8B | Sprite tile references for animatory states 0x60-0x64
DDE5 | DEFB $8E,$70 | Graphic data for sprite tiles 0xE5-0xE6 (used for Sam's disguises)
DDE7 | DEFB $00 | Sprite tile reference for animatory state 0x67
DDE8 | DEFB $04 | Graphic data for sprite tile 0xE8 (used for Sam's disguises)
DDE9 | DEFB $BC,$BA,$BC,$BA | Sprite tile references for animatory states 0x68-0x6C
DDED | DEFB $3C,$7E | Graphic data for sprite tiles 0xED-0xEE (used for Sam's disguises)
DDEF | DEFB $00 | Sprite tile reference for animatory state 0x6F
DDF0 | DEFB $48 | Graphic data for sprite tile 0xF0 (used for Sam's disguises)
DDF1 | DEFB $C5,$BE,$C5,$BE,$00,$00,$00 | Sprite tile references for animatory states 0x70-0x77