| Data

DB7E: Sprite tile references (tile 4, animatory states 0x00-0x77) and graphic data (UDG byte 3/8)

Used by the routines at 6412, E8F3 and F95E.
DB7E | DEFB $01,$12,$0D | Graphic data for sprite tiles 0x7E-0x80 (used for Sam's disguises)
DB81 | DEFB $16,$0B,$18,$0B,$E3,$E5,$FA | Sprite tile references for animatory states 0x00-0x07
DB88 | DEFB $50 | Graphic data for sprite tile 0x88 (used for Sam's disguises)
DB89 | DEFB $00,$F6 | Sprite tile references for animatory states 0x08-0x0A
DB8B | DEFB $00 | Sprite tile reference for unused animatory state 0x0B
DB8C | DEFB $80,$3F,$F8 | Graphic data for sprite tiles 0x8C-0x8E (used for Sam's disguises)
DB8F | DEFB $F2 | Sprite tile reference for animatory state 0x0F
DB90 | DEFB $11 | Graphic data for sprite tile 0x90 (used for Sam's disguises)
DB91 | DEFB $48,$2E,$4B,$2E | Sprite tile references for animatory states 0x10-0x14
DB95 | DEFB $00,$03 | Graphic data for sprite tiles 0x95-0x96 (used for Sam's disguises)
DB97 | DEFB $FA | Sprite tile reference for animatory state 0x17
DB98 | DEFB $0F | Graphic data for sprite tile 0x98 (used for Sam's disguises)
DB99 | DEFB $48,$2E,$4B | Sprite tile references for animatory states 0x18-0x1B
DB9C | DEFB $2E | Sprite tile reference for unused animatory state 0x1C
DB9D | DEFB $3E,$FF | Graphic data for sprite tiles 0x9D-0x9E (used for Sam's disguises)
DB9F | DEFB $F7 | Sprite tile reference for animatory state 0x1F
DBA0 | DEFB $00 | Graphic data for sprite tile 0xA0 (used for Sam's disguises)
DBA1 | DEFB $67,$00,$6B,$00 | Sprite tile references for animatory states 0x20-0x24
DBA5 | DEFB $03,$F2 | Graphic data for sprite tiles 0xA5-0xA6 (used for Sam's disguises)
DBA7 | DEFB $FA | Sprite tile reference for animatory state 0x27
DBA8 | DEFB $00 | Graphic data for sprite tile 0xA8 (used for Sam's disguises)
DBA9 | DEFB $67,$00,$6B,$00 | Sprite tile references for animatory states 0x28-0x2C
DBAD | DEFB $03,$E0,$1F,$7F | Graphic data for sprite tiles 0xAD-0xB0 (used for Sam's disguises)
DBB1 | DEFB $26,$00,$26,$00 | Sprite tile references for animatory states 0x30-0x34
DBB5 | DEFB $1D | Graphic data for sprite tile 0xB5 (used by Sam when he's rolling or somersaulting)
DBB6 | DEFB $00,$FA | Sprite tile references for animatory states 0x36-0x37
DBB8 | DEFB $07 | Graphic data for sprite tile 0xB8 (used for Sam's disguises)
DBB9 | DEFB $36,$2E,$3A,$2E | Sprite tile references for animatory states 0x38-0x3C
DBBD | DEFB $5C | Graphic data for sprite tile 0xBD (used by Sam when he's rolling or somersaulting)
DBBE | DEFB $00,$FA | Sprite tile references for animatory states 0x3E-0x3F
DBC0 | DEFB $F0 | Graphic data for sprite tile 0xC0 (used for Sam's disguises)
DBC1 | DEFB $67,$00,$6B,$00 | Sprite tile references for unused animatory states 0x40-0x44
DBC5 | DEFB $01 | Graphic data for sprite tile 0xC5 (used by Sam when he's rolling or somersaulting)
DBC6 | DEFB $00 | Sprite tile reference for animatory state 0x46
DBC7 | DEFB $FA | Sprite tile reference for unused animatory state 0x47
DBC8 | DEFB $45 | Graphic data for sprite tile 0xC8 (used for Sam's disguises)
DBC9 | DEFB $26,$00,$59,$00 | Sprite tile references for animatory states 0x48-0x4C
DBCD | DEFB $10 | Graphic data for sprite tile 0xCD (used by Sam when he's rolling or somersaulting)
DBCE | DEFB $00 | Sprite tile reference for unused animatory state 0x4E
DBCF | DEFB $FA | Sprite tile reference for animatory state 0x4F
DBD0 | DEFB $00 | Graphic data for sprite tile 0xD0 (used for Sam's disguises)
DBD1 | DEFB $26,$00,$59,$00 | Sprite tile references for animatory states 0x50-0x54
DBD5 | DEFB $0C,$E4 | Graphic data for sprite tiles 0xD5-0xD6 (used for Sam's disguises)
DBD7 | DEFB $FA | Sprite tile reference for animatory state 0x57
DBD8 | DEFB $C4 | Graphic data for sprite tile 0xD8 (used for Sam's disguises)
DBD9 | DEFB $26,$00,$59,$00 | Sprite tile references for animatory states 0x58-0x5C
DBDD | DEFB $0F,$F0 | Graphic data for sprite tiles 0xDD-0xDE (used for Sam's disguises)
DBDF | DEFB $FA | Sprite tile reference for animatory state 0x5F
DBE0 | DEFB $40 | Graphic data for sprite tile 0xE0 (used for Sam's disguises)
DBE1 | DEFB $26,$00,$59,$00 | Sprite tile references for animatory states 0x60-0x64
DBE5 | DEFB $CE,$40 | Graphic data for sprite tiles 0xE5-0xE6 (used for Sam's disguises)
DBE7 | DEFB $FA | Sprite tile reference for animatory state 0x67
DBE8 | DEFB $04 | Graphic data for sprite tile 0xE8 (used for Sam's disguises)
DBE9 | DEFB $48,$2E,$4B,$2E | Sprite tile references for animatory states 0x68-0x6C
DBED | DEFB $44,$FF | Graphic data for sprite tiles 0xED-0xEE (used for Sam's disguises)
DBEF | DEFB $FA | Sprite tile reference for animatory state 0x6F
DBF0 | DEFB $50 | Graphic data for sprite tile 0xF0 (used for Sam's disguises)
DBF1 | DEFB $48,$2E,$4B,$2E,$D4,$D0,$FA | Sprite tile references for animatory states 0x70-0x77