| Data

E27E: Sprite tile references (tile 11, animatory states 0x00-0x77) and graphic data (mask byte 6/8)

Used by the routines at 6412, E8F3 and F95E.
E27E | DEFB $FE,$A3,$F6 | Graphic data for sprite tiles 0x7E-0x80 (used for Sam's disguises)
E281 | DEFB $00,$04,$00,$04,$00,$00,$FC | Sprite tile references for animatory states 0x00-0x07
E288 | DEFB $AF | Graphic data for sprite tile 0x88 (used for Sam's disguises)
E289 | DEFB $F6,$00 | Sprite tile references for animatory states 0x08-0x0A
E28B | DEFB $00 | Sprite tile reference for unused animatory state 0x0B
E28C | DEFB $FF,$BE,$AF | Graphic data for sprite tiles 0x8C-0x8E (used for Sam's disguises)
E28F | DEFB $F5 | Sprite tile reference for animatory state 0x0F
E290 | DEFB $EA | Graphic data for sprite tile 0x90 (used for Sam's disguises)
E291 | DEFB $00,$00,$00,$00 | Sprite tile references for animatory states 0x10-0x14
E295 | DEFB $FF,$FB | Graphic data for sprite tiles 0x95-0x96 (used for Sam's disguises)
E297 | DEFB $FC | Sprite tile reference for animatory state 0x17
E298 | DEFB $FE | Graphic data for sprite tile 0x98 (used for Sam's disguises)
E299 | DEFB $00,$00,$00 | Sprite tile references for animatory states 0x18-0x1B
E29C | DEFB $00 | Sprite tile reference for unused animatory state 0x1C
E29D | DEFB $4A,$EA | Graphic data for sprite tiles 0x9D-0x9E (used for Sam's disguises)
E29F | DEFB $F1 | Sprite tile reference for animatory state 0x1F
E2A0 | DEFB $FF | Graphic data for sprite tile 0xA0 (used for Sam's disguises)
E2A1 | DEFB $00,$00,$00,$00 | Sprite tile references for animatory states 0x20-0x24
E2A5 | DEFB $6B,$83 | Graphic data for sprite tiles 0xA5-0xA6 (used for Sam's disguises)
E2A7 | DEFB $FC | Sprite tile reference for animatory state 0x27
E2A8 | DEFB $FF | Graphic data for sprite tile 0xA8 (used for Sam's disguises)
E2A9 | DEFB $00,$00,$00,$00 | Sprite tile references for animatory states 0x28-0x2C
E2AD | DEFB $F4,$AF,$E8,$4A | Graphic data for sprite tiles 0xAD-0xB0 (used for Sam's disguises)
E2B1 | DEFB $00,$00,$00,$00 | Sprite tile references for animatory states 0x30-0x34
E2B5 | DEFB $A6 | Graphic data for sprite tile 0xB5 (used by Sam when he's rolling or somersaulting)
E2B6 | DEFB $00,$FC | Sprite tile references for animatory states 0x36-0x37
E2B8 | DEFB $F4 | Graphic data for sprite tile 0xB8 (used for Sam's disguises)
E2B9 | DEFB $00,$00,$00,$00 | Sprite tile references for animatory states 0x38-0x3C
E2BD | DEFB $AD | Graphic data for sprite tile 0xBD (used by Sam when he's rolling or somersaulting)
E2BE | DEFB $00,$FC | Sprite tile references for animatory states 0x3E-0x3F
E2C0 | DEFB $AF | Graphic data for sprite tile 0xC0 (used for Sam's disguises)
E2C1 | DEFB $00,$00,$00,$00 | Sprite tile references for unused animatory states 0x40-0x44
E2C5 | DEFB $02 | Graphic data for sprite tile 0xC5 (used by Sam when he's rolling or somersaulting)
E2C6 | DEFB $00 | Sprite tile reference for animatory state 0x46
E2C7 | DEFB $FC | Sprite tile reference for unused animatory state 0x47
E2C8 | DEFB $48 | Graphic data for sprite tile 0xC8 (used for Sam's disguises)
E2C9 | DEFB $00,$00,$00,$00 | Sprite tile references for animatory states 0x48-0x4C
E2CD | DEFB $05 | Graphic data for sprite tile 0xCD (used by Sam when he's rolling or somersaulting)
E2CE | DEFB $00 | Sprite tile reference for unused animatory state 0x4E
E2CF | DEFB $FC | Sprite tile reference for animatory state 0x4F
E2D0 | DEFB $5F | Graphic data for sprite tile 0xD0 (used for Sam's disguises)
E2D1 | DEFB $00,$00,$00,$00 | Sprite tile references for animatory states 0x50-0x54
E2D5 | DEFB $E9,$F7 | Graphic data for sprite tiles 0xD5-0xD6 (used for Sam's disguises)
E2D7 | DEFB $FC | Sprite tile reference for animatory state 0x57
E2D8 | DEFB $83 | Graphic data for sprite tile 0xD8 (used for Sam's disguises)
E2D9 | DEFB $00,$00,$00,$00 | Sprite tile references for animatory states 0x58-0x5C
E2DD | DEFB $F6,$AF | Graphic data for sprite tiles 0xDD-0xDE (used for Sam's disguises)
E2DF | DEFB $FC | Sprite tile reference for animatory state 0x5F
E2E0 | DEFB $5F | Graphic data for sprite tile 0xE0 (used for Sam's disguises)
E2E1 | DEFB $00,$00,$00,$00 | Sprite tile references for animatory states 0x60-0x64
E2E5 | DEFB $9F,$7F | Graphic data for sprite tiles 0xE5-0xE6 (used for Sam's disguises)
E2E7 | DEFB $FC | Sprite tile reference for animatory state 0x67
E2E8 | DEFB $F4 | Graphic data for sprite tile 0xE8 (used for Sam's disguises)
E2E9 | DEFB $00,$00,$00,$00 | Sprite tile references for animatory states 0x68-0x6C
E2ED | DEFB $35,$6A | Graphic data for sprite tiles 0xED-0xEE (used for Sam's disguises)
E2EF | DEFB $FC | Sprite tile reference for animatory state 0x6F
E2F0 | DEFB $85 | Graphic data for sprite tile 0xF0 (used for Sam's disguises)
E2F1 | DEFB $00,$00,$00,$00,$00,$00,$FC | Sprite tile references for animatory states 0x70-0x77