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ADB2: Transformation, frame 3
The sprite, the way round it was drawn
When day turns to night or back, chk_and_init_transform removes Sabreman's upper half and turns his legs into one of types $5C to $5F, chosen at random every fourth frame and never the same twice running (rand_legs_sprite), eight times over; then he comes back in his other form. Type $5E.
spr_101 ADB2 DEFB $03,$26
ADB4 DEFB $00,$00,$07,$00,$E0,$00
ADBA DEFB $07,$00
ADBC DEFB $AF,$07,$F0,$E0,$0F,$06,$F7,$A3
ADC4 DEFB $E0,$00,$1F,$0F,$F7,$23,$C0,$80
ADCC DEFB $1F,$0B,$FB,$31,$F0,$C0,$0F,$07
ADD4 DEFB $F9,$90,$F8,$F0,$0F,$07,$F8,$D0
ADDC DEFB $F8,$70,$1F,$0F,$F9,$F0,$F0,$A0
ADE4 DEFB $1F,$0B,$FF,$69,$F0,$C0,$0F,$06
ADEC DEFB $FF,$7D,$F8,$F0,$0F,$07,$FF,$FD
ADF4 DEFB $F8,$F0,$0F,$07,$FF,$FB,$F0,$E0
ADFC DEFB $0F,$07,$FF,$F7,$E0,$C0,$1F,$0F
AE04 DEFB $FF,$F7,$C0,$80,$1F,$0C,$FF,$6F
AE0C DEFB $E0,$C0,$0F,$03,$FF,$7F,$F0,$E0
AE14 DEFB $1F,$0F,$FF,$5F,$F0,$E0,$3F,$17
AE1C DEFB $FF,$5F,$F8,$F0,$3F,$1B,$FF,$1F
AE24 DEFB $F0,$C0,$3F,$1A,$3F,$1E,$F8,$30
AE2C DEFB $3E,$18,$1F,$01,$FC,$F8,$3C,$18
AE34 DEFB $1F,$0F,$FC,$F8,$3C,$18,$3F,$1F
AE3C DEFB $FE,$FC,$18,$00,$3F,$1D,$FF,$FE
AE44 DEFB $03,$00,$7F,$3D,$FF,$FE,$0F,$03
AE4C DEFB $FF,$3E,$FE,$F8,$3F,$0F,$FF,$1E
AE54 DEFB $F8,$C0,$7F,$3F,$FF,$A6,$F8,$30
AE5C DEFB $FF,$7E,$FF,$F8,$F8,$70,$FF,$78
AE64 DEFB $FF,$F0,$F8,$F0,$78,$00,$FF,$01
AE6C DEFB $F0,$E0,$00,$00,$3F,$0D,$E0,$C0
AE74 DEFB $00,$00,$3F,$1C,$C0,$00,$00,$00
AE7C DEFB $3C,$18,$00,$00,$00,$00,$7C,$38
AE84 DEFB $00,$00,$00,$00,$78,$30,$00,$00
AE8C DEFB $00,$00,$78,$30,$00,$00,$00,$00
AE94 DEFB $30,$00,$00,$00
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