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Data |
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18 rows of 16 pixels. The first byte is the row count; the rest are the rows, two bytes each, top down.
Shared by 2 codes, which is how the game gets a mirrored or repeated frame without a second copy of the picture.
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| GFX_06 | AEA0 | DEFB $12 | ||
| AEA1 | DEFB $03,$E0 | |||
| AEA3 | DEFB $03,$C0 | |||
| AEA5 | DEFB $00,$00 | |||
| AEA7 | DEFB $0F,$C0 | |||
| AEA9 | DEFB $1C,$60 | |||
| AEAB | DEFB $18,$20 | |||
| AEAD | DEFB $19,$F0 | |||
| AEAF | DEFB $0F,$F8 | |||
| AEB1 | DEFB $01,$E6 | |||
| AEB3 | DEFB $3E,$D6 | |||
| AEB5 | DEFB $27,$58 | |||
| AEB7 | DEFB $27,$80 | |||
| AEB9 | DEFB $27,$F8 | |||
| AEBB | DEFB $10,$30 | |||
| AEBD | DEFB $13,$F0 | |||
| AEBF | DEFB $09,$E0 | |||
| AEC1 | DEFB $05,$C0 | |||
| AEC3 | DEFB $02,$80 | |||
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