Prev: ADB2 Up: Map Next: AF6C
AE98: Transformation, frame 4
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 $5F.
spr_102 AE98 DEFB $03,$23
AE9A DEFB $03,$00,$00,$00,$C0,$00
AEA0 DEFB $0F,$03
AEA2 DEFB $81,$00,$F0,$C0,$3F,$0F,$C1,$80
AEAA DEFB $FC,$F0,$7F,$3F,$80,$00,$FE,$7C
AEB2 DEFB $FF,$7C,$00,$00,$7F,$1E,$FC,$70
AEBA DEFB $00,$00,$3F,$0E,$7F,$3C,$00,$00
AEC2 DEFB $FF,$3E,$3F,$1F,$B3,$00,$FE,$F8
AECA DEFB $1F,$0F,$FF,$33,$F8,$20,$0F,$02
AED2 DEFB $FF,$F7,$F0,$C0,$03,$01,$FF,$F7
AEDA DEFB $F8,$F0,$07,$03,$FF,$FF,$F8,$F0
AEE2 DEFB $07,$03,$FF,$FF,$F0,$E0,$03,$01
AEEA DEFB $FF,$FF,$E0,$C0,$01,$00,$FF,$0F
AEF2 DEFB $C0,$80,$01,$00,$FF,$F0,$80,$00
AEFA DEFB $01,$00,$FF,$FF,$80,$00,$03,$01
AF02 DEFB $FF,$FF,$80,$00,$03,$01,$FF,$FF
AF0A DEFB $80,$00,$07,$01,$FF,$FF,$80,$00
AF12 DEFB $0F,$07,$FF,$FF,$C0,$80,$1F,$0F
AF1A DEFB $FF,$C7,$F0,$C0,$3F,$17,$FF,$BB
AF22 DEFB $F8,$F0,$7F,$13,$FF,$3D,$F0,$E0
AF2A DEFB $FF,$58,$FF,$FE,$F8,$D0,$FF,$5F
AF32 DEFB $FF,$FE,$FC,$58,$FF,$4E,$FF,$7E
AF3A DEFB $7E,$3C,$FF,$60,$FF,$FE,$3E,$0C
AF42 DEFB $FF,$6B,$FF,$FE,$9E,$0C,$7F,$0F
AF4A DEFB $FF,$BC,$DE,$8C,$3F,$1F,$FF,$3E
AF52 DEFB $DE,$8C,$3F,$17,$FF,$EE,$EC,$C0
AF5A DEFB $1F,$0C,$EF,$06,$F0,$E0,$0C,$00
AF62 DEFB $07,$02,$E0,$00,$00,$00,$02,$00
AF6A DEFB $00,$00
Prev: ADB2 Up: Map Next: AF6C