An actor's +$00 is both what it looks like and what it does: it indexes ACTOR_HANDLERS to find the routine that drives it, and it selects the picture drawn for it. So the sprites are catalogued here in the order the handler table groups them, which is why the frames of one creature sit together.
Every picture here is drawn by SkoolKit straight out of the game's own bytes, so a sprite and the DEFBs listed for it cannot disagree. The colours are the game's too, read from the +$05 of its records in INITIAL_STATE. The monsters are placed once each and so have one colour; the things there are many of do not, and a food is red in one room and yellow in another, so what is shown is the colour it is most often placed in. Anything with no record keeps white -- the player takes its colour from the character chosen. Where a run of frames is a walk, each heading gets its own row and an animation at the pace the game plays it -- a step every fourth frame. A four-frame walk holds only three drawings: the fourth frame points at the second one's picture rather than a copy of it.
Codes $01 to $A1 are the pictures; 155 of them draw something, and the rest are entries whose handler is a sound effect, or an animation that draws itself -- $66 and $67, the sinking and rising the player does on dying, have no picture of their own. Codes above $A1 are the pieces the rooms are furnished with, drawn by different code from a format that carries a width as well; those are listed with the data rather than here.
$01-$10 — The knight
Driven by UPDATE_KNIGHT.
Four headings of 4 frames: left, right, up and down.
Heading
Frame 1
Frame 2
Frame 3
Frame 4
Animated
Left
$01
$02
$03
$04
Right
$05
$06
$07
$08
Up
$09
$0A
$0B
$0C
Down
$0D
$0E
$0F
$10
$11-$20 — The wizard
Driven by UPDATE_WIZARD.
Four headings of 4 frames: left, right, up and down.
Heading
Frame 1
Frame 2
Frame 3
Frame 4
Animated
Left
$11
$12
$13
$14
Right
$15
$16
$17
$18
Up
$19
$1A
$1B
$1C
Down
$1D
$1E
$1F
$20
$21-$30 — The serf
Driven by UPDATE_SERF.
Four headings of 4 frames: left, right, up and down.
Heading
Frame 1
Frame 2
Frame 3
Frame 4
Animated
Left
$21
$22
$23
$24
Right
$25
$26
$27
$28
Up
$29
$2A
$2B
$2C
Down
$2D
$2E
$2F
$30
$32-$33 — Cursor keys icon, in two halves
Driven by INERT_SPRITE.
One picture in two halves, not an animation.
$80-$8E — Collectables: the four keys, the three pieces of the A.C.G. key, the crucifix Dracula flees, the spanner that kills Frankenstein's monster, the mummy's lure, and eight that only the humpback wants
Driven by PICK_UP.
15 different things, not frames of one: each has its own record in INITIAL_STATE.