| Data

D87E: Sprite tile references (tile 1, animatory states 0x00-0x7F) and graphic data (mask byte 1/8)

Used by the routines at 6412, E8F3 and F95E.
D87E | DEFB $FE,$40,$FB | Graphic data for sprite tiles 0x7E-0x80 (used for Sam's disguises)
D881 | DEFB $10,$02,$10,$7A,$10,$AF,$FB | Sprite tile references for animatory states 0x00-0x07
D888 | DEFB $DF | Graphic data for sprite tile 0x88 (used for Sam's disguises)
D889 | DEFB $00,$00 | Sprite tile references for animatory states 0x08-0x0A
D88B | DEFB $00 | Sprite tile reference for unused animatory state 0x0B
D88C | DEFB $FF,$F4,$2F | Graphic data for sprite tiles 0x8C-0x8E (used for Sam's disguises)
D88F | DEFB $00 | Sprite tile reference for animatory state 0x0F
D890 | DEFB $E4 | Graphic data for sprite tile 0x90 (used for Sam's disguises)
D891 | DEFB $42,$3C,$42,$7C | Sprite tile references for animatory states 0x10-0x14
D895 | DEFB $FF,$FF | Graphic data for sprite tiles 0x95-0x96 (used for Sam's disguises)
D897 | DEFB $FB | Sprite tile reference for animatory state 0x17
D898 | DEFB $D2 | Graphic data for sprite tile 0x98 (used for Sam's disguises)
D899 | DEFB $DD,$DA,$DD | Sprite tile references for animatory states 0x18-0x1B
D89C | DEFB $DA | Sprite tile reference for unused animatory state 0x1C
D89D | DEFB $E3,$42 | Graphic data for sprite tiles 0x9D-0x9E (used for Sam's disguises)
D89F | DEFB $00 | Sprite tile reference for animatory state 0x1F
D8A0 | DEFB $FF | Graphic data for sprite tile 0xA0 (used for Sam's disguises)
D8A1 | DEFB $72,$6D,$72,$81 | Sprite tile references for animatory states 0x20-0x24
D8A5 | DEFB $FF,$F0 | Graphic data for sprite tiles 0xA5-0xA6 (used for Sam's disguises)
D8A7 | DEFB $FB | Sprite tile reference for animatory state 0x27
D8A8 | DEFB $FF | Graphic data for sprite tile 0xA8 (used for Sam's disguises)
D8A9 | DEFB $E1,$DF,$E1,$DF | Sprite tile references for animatory states 0x28-0x2C
D8AD | DEFB $FE,$3F,$EF,$01 | Graphic data for sprite tiles 0xAD-0xB0 (used for Sam's disguises)
D8B1 | DEFB $20,$00,$20,$7E | Sprite tile references for animatory states 0x30-0x34
D8B5 | DEFB $F1 | Graphic data for sprite tile 0xB5 (used by Sam when he's rolling or somersaulting)
D8B6 | DEFB $00,$FB | Sprite tile references for animatory states 0x36-0x37
D8B8 | DEFB $F0 | Graphic data for sprite tile 0xB8 (used for Sam's disguises)
D8B9 | DEFB $30,$28,$30,$28 | Sprite tile references for animatory states 0x38-0x3C
D8BD | DEFB $4C | Graphic data for sprite tile 0xBD (used by Sam when he's rolling or somersaulting)
D8BE | DEFB $00,$FB | Sprite tile references for animatory states 0x3E-0x3F
D8C0 | DEFB $1F | Graphic data for sprite tile 0xC0 (used for Sam's disguises)
D8C1 | DEFB $5C,$00,$5C,$00 | Sprite tile references for unused animatory states 0x40-0x44
D8C5 | DEFB $41 | Graphic data for sprite tile 0xC5 (used by Sam when he's rolling or somersaulting)
D8C6 | DEFB $00 | Sprite tile reference for animatory state 0x46
D8C7 | DEFB $FB | Sprite tile reference for unused animatory state 0x47
D8C8 | DEFB $BD | Graphic data for sprite tile 0xC8 (used for Sam's disguises)
D8C9 | DEFB $50,$1B,$50,$1B | Sprite tile references for animatory states 0x48-0x4C
D8CD | DEFB $EF | Graphic data for sprite tile 0xCD (used by Sam when he's rolling or somersaulting)
D8CE | DEFB $00 | Sprite tile reference for unused animatory state 0x4E
D8CF | DEFB $FB | Sprite tile reference for animatory state 0x4F
D8D0 | DEFB $FF | Graphic data for sprite tile 0xD0 (used for Sam's disguises)
D8D1 | DEFB $9A,$93,$9A,$A0 | Sprite tile references for animatory states 0x50-0x54
D8D5 | DEFB $EC,$0B | Graphic data for sprite tiles 0xD5-0xD6 (used for Sam's disguises)
D8D7 | DEFB $FB | Sprite tile reference for animatory state 0x57
D8D8 | DEFB $C4 | Graphic data for sprite tile 0xD8 (used for Sam's disguises)
D8D9 | DEFB $A4,$00,$A4,$A8 | Sprite tile references for animatory states 0x58-0x5C
D8DD | DEFB $FB,$DF | Graphic data for sprite tiles 0xDD-0xDE (used for Sam's disguises)
D8DF | DEFB $FB | Sprite tile reference for animatory state 0x5F
D8E0 | DEFB $2F | Graphic data for sprite tile 0xE0 (used for Sam's disguises)
D8E1 | DEFB $8C,$8A,$8C,$8A | Sprite tile references for animatory states 0x60-0x64
D8E5 | DEFB $C0,$BF | Graphic data for sprite tiles 0xE5-0xE6 (used for Sam's disguises)
D8E7 | DEFB $FB | Sprite tile reference for animatory state 0x67
D8E8 | DEFB $FB | Graphic data for sprite tile 0xE8 (used for Sam's disguises)
D8E9 | DEFB $BB,$B9,$BB,$BD | Sprite tile references for animatory states 0x68-0x6C
D8ED | DEFB $42,$BD | Graphic data for sprite tiles 0xED-0xEE (used for Sam's disguises)
D8EF | DEFB $FB | Sprite tile reference for animatory state 0x6F
D8F0 | DEFB $DF | Graphic data for sprite tile 0xF0 (used for Sam's disguises)
D8F1 | DEFB $C4,$BF,$C4,$CC,$00,$00,$FB | Sprite tile references for animatory states 0x70-0x77
D8F8 | DEFB $00 | Unused
D8F9 | DEFB $E8 | Sprite tile reference for animatory state 0x79
D8FA | DEFB $00,$00,$00,$00,$00,$00 | Sprite tile references for unused animatory states 0x78 and 0x7A-0x7F