One byte, two jobs
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 sprite01
$01
sprite02
$02
sprite03
$03
sprite04
$04
anim01
Right sprite05
$05
sprite06
$06
sprite07
$07
sprite08
$08
anim05
Up sprite09
$09
sprite0A
$0A
sprite0B
$0B
sprite0C
$0C
anim09
Down sprite0D
$0D
sprite0E
$0E
sprite0F
$0F
sprite10
$10
anim0D
$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 sprite11
$11
sprite12
$12
sprite13
$13
sprite14
$14
anim11
Right sprite15
$15
sprite16
$16
sprite17
$17
sprite18
$18
anim15
Up sprite19
$19
sprite1A
$1A
sprite1B
$1B
sprite1C
$1C
anim19
Down sprite1D
$1D
sprite1E
$1E
sprite1F
$1F
sprite20
$20
anim1D
$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 sprite21
$21
sprite22
$22
sprite23
$23
sprite24
$24
anim21
Right sprite25
$25
sprite26
$26
sprite27
$27
sprite28
$28
anim25
Up sprite29
$29
sprite2A
$2A
sprite2B
$2B
sprite2C
$2C
anim29
Down sprite2D
$2D
sprite2E
$2E
sprite2F
$2F
sprite30
$30
anim2D
$32-$33 — Cursor keys icon, in two halves
Driven by INERT_SPRITE. One picture in two halves, not an animation.
Icon $32 $33
sprite32sprite33 sprite32 sprite33
$34-$37 — Spell, thrown by the wizard
Driven by SPIN_SPELL. 4 frames.
Frame 1 Frame 2 Frame 3 Frame 4 Animated
sprite34
$34
sprite35
$35
sprite36
$36
sprite37
$37
anim34
$38-$3F — Sword, thrown by the serf, pointing the way it flies (it changes angle only on a bounce)
Driven by AIM_SWORD. 8 frames.
Frame 1 Frame 2 Frame 3 Frame 4 Frame 5 Frame 6 Frame 7 Frame 8 Animated
sprite38
$38
sprite39
$39
sprite3A
$3A
sprite3B
$3B
sprite3C
$3C
sprite3D
$3D
sprite3E
$3E
sprite3F
$3F
anim38
$40-$47 — Axe, spinning, thrown by the knight
Driven by SPIN_AXE. 8 frames.
Frame 1 Frame 2 Frame 3 Frame 4 Frame 5 Frame 6 Frame 7 Frame 8 Animated
sprite40
$40
sprite41
$41
sprite42
$42
sprite43
$43
sprite44
$44
sprite45
$45
sprite46
$46
sprite47
$47
anim40
$48-$49 — Keyboard icon, in two halves
Driven by INERT_SPRITE. One picture in two halves, not an animation.
Icon $48 $49
sprite48sprite49 sprite48 sprite49
$4A-$4B — Joystick icon, in two halves
Driven by INERT_SPRITE. One picture in two halves, not an animation.
Icon $4A $4B
sprite4Asprite4B sprite4A sprite4B
$4C-$4D — Pumpkin
Driven by MOVE_ACTOR. 2 frames.
Frame 1 Frame 2 Animated
sprite4C
$4C
sprite4D
$4D
anim4C
$4E-$4F — Bat
Driven by MOVE_BAT. 2 frames.
Frame 1 Frame 2 Animated
sprite4E
$4E
sprite4F
$4F
anim4E
$50-$57 — Food
Driven by EAT_FOOD. 8 different things, not frames of one: each has its own record in INITIAL_STATE.
$50 $51 $52 $53 $54 $55 $56 $57
sprite50 sprite51 sprite52 sprite53 sprite54 sprite55 sprite56 sprite57
$58-$5B — Monster, spawning
Driven by SPAWN_MONSTER. 4 frames.
Frame 1 Frame 2 Frame 3 Frame 4 Animated
sprite58
$58
sprite59
$59
sprite5A
$5A
sprite5B
$5B
anim58
$5C-$5D — Spider
Driven by MOVE_ACTOR. 2 frames.
Frame 1 Frame 2 Animated
sprite5C
$5C
sprite5D
$5D
anim5C
$5E-$5F — Spiky creature, hops
Driven by MOVE_HOPPER. 2 frames.
Frame 1 Frame 2 Animated
sprite5E
$5E
sprite5F
$5F
anim5E
$60-$61 — Small face with two eyes
Driven by MOVE_FACE. 2 frames.
Frame 1 Frame 2 Animated
sprite60
$60
sprite61
$61
anim60
$62-$63 — Ghost
Driven by MOVE_GHOST. 2 frames.
Frame 1 Frame 2 Animated
sprite62
$62
sprite63
$63
anim62
$68-$69 — Ghost, a second kind
Driven by MOVE_HOPPER. 2 frames.
Frame 1 Frame 2 Animated
sprite68
$68
sprite69
$69
anim68
$6A-$6B — Bat, a second kind
Driven by MOVE_ARCS. 2 frames.
Frame 1 Frame 2 Animated
sprite6A
$6A
sprite6B
$6B
anim6A
$6C-$6F — Burst, expanding
Driven by COUNTDOWN_ACTOR. 4 frames.
Frame 1 Frame 2 Frame 3 Frame 4 Animated
sprite6C
$6C
sprite6D
$6D
sprite6E
$6E
sprite6F
$6F
anim6C
$70-$73 — Mummy
Driven by MOVE_MUMMY. 4 frames.
Frame 1 Frame 2 Frame 3 Frame 4 Animated
sprite70
$70
sprite71
$71
sprite72
$72
sprite73
$73
anim70
$74-$77 — Frankenstein's monster
Driven by MOVE_FRANKENSTEIN. 4 frames.
Frame 1 Frame 2 Frame 3 Frame 4 Animated
sprite74
$74
sprite75
$75
sprite76
$76
sprite77
$77
anim74
$78-$7B — Devil
Driven by MOVE_DEVIL. 4 frames.
Frame 1 Frame 2 Frame 3 Frame 4 Animated
sprite78
$78
sprite79
$79
sprite7A
$7A
sprite7B
$7B
anim78
$7C-$7F — Dracula
Driven by MOVE_DRACULA. 4 frames.
Frame 1 Frame 2 Frame 3 Frame 4 Animated
sprite7C
$7C
sprite7D
$7D
sprite7E
$7E
sprite7F
$7F
anim7C
$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.
$80 $81 $82 $83 $84 $85 $86 $87
sprite80 sprite81 sprite82 sprite83 sprite84 sprite85 sprite86 sprite87
$88 $89 $8A $8B $8C $8D $8E
sprite88 sprite89 sprite8A sprite8B sprite8C sprite8D sprite8E
$8F — Gravestone, left where the player died
Driven by GRAVESTONE.
Frame 1 Animated
sprite8F
$8F
 
$90-$93 — Witch
Driven by MOVE_WITCH. 4 frames.
Frame 1 Frame 2 Frame 3 Frame 4 Animated
sprite90
$90
sprite91
$91
sprite92
$92
sprite93
$93
anim90
$94-$97 — Hooded figure in a robe with a cross on it, facing the way it flies
Driven by MOVE_FACING_FLYER. 4 frames.
Frame 1 Frame 2 Frame 3 Frame 4 Animated
sprite94
$94
sprite95
$95
sprite96
$96
sprite97
$97
anim94
$98-$9B — Bat, a third kind
Driven by MOVE_FACING_FLYER. 4 frames.
Frame 1 Frame 2 Frame 3 Frame 4 Animated
sprite98
$98
sprite99
$99
sprite9A
$9A
sprite9B
$9B
anim98
$9C-$9F — Humpback
Driven by MOVE_HUMPBACK. 4 frames.
Frame 1 Frame 2 Frame 3 Frame 4 Animated
sprite9C
$9C
sprite9D
$9D
sprite9E
$9E
sprite9F
$9F
anim9C
$A1 — Mushroom, which drains the player's life force
Driven from part-way into the routine at $988B.
Frame 1 Animated
spriteA1
$A1