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F100: Bit reversal, built at run time
A page holding every byte value with its bits reversed, which is how a sprite is mirrored left to right (hflip_sprite_data). Empty in a freshly loaded game and filled by build_lookup_tbls. The disassembly covers the region anyway: it is part of the map, and a snapshot taken during play catches it holding real values.
reverse_bits_tbl F100 DEFB $00,$80,$40,$C0,$20,$A0,$60,$E0
F108 DEFB $10,$90,$50,$D0,$30,$B0,$70,$F0
F110 DEFB $08,$88,$48,$C8,$28,$A8,$68,$E8
F118 DEFB $18,$98,$58,$D8,$38,$B8,$78,$F8
F120 DEFB $04,$84,$44,$C4,$24,$A4,$64,$E4
F128 DEFB $14,$94,$54,$D4,$34,$B4,$74,$F4
F130 DEFB $0C,$8C,$4C,$CC,$2C,$AC,$6C,$EC
F138 DEFB $1C,$9C,$5C,$DC,$3C,$BC,$7C,$FC
F140 DEFB $02,$82,$42,$C2,$22,$A2,$62,$E2
F148 DEFB $12,$92,$52,$D2,$32,$B2,$72,$F2
F150 DEFB $0A,$8A,$4A,$CA,$2A,$AA,$6A,$EA
F158 DEFB $1A,$9A,$5A,$DA,$3A,$BA,$7A,$FA
F160 DEFB $06,$86,$46,$C6,$26,$A6,$66,$E6
F168 DEFB $16,$96,$56,$D6,$36,$B6,$76,$F6
F170 DEFB $0E,$8E,$4E,$CE,$2E,$AE,$6E,$EE
F178 DEFB $1E,$9E,$5E,$DE,$3E,$BE,$7E,$FE
F180 DEFB $01,$81,$41,$C1,$21,$A1,$61,$E1
F188 DEFB $11,$91,$51,$D1,$31,$B1,$71,$F1
F190 DEFB $09,$89,$49,$C9,$29,$A9,$69,$E9
F198 DEFB $19,$99,$59,$D9,$39,$B9,$79,$F9
F1A0 DEFB $05,$85,$45,$C5,$25,$A5,$65,$E5
F1A8 DEFB $15,$95,$55,$D5,$35,$B5,$75,$F5
F1B0 DEFB $0D,$8D,$4D,$CD,$2D,$AD,$6D,$ED
F1B8 DEFB $1D,$9D,$5D,$DD,$3D,$BD,$7D,$FD
F1C0 DEFB $03,$83,$43,$C3,$23,$A3,$63,$E3
F1C8 DEFB $13,$93,$53,$D3,$33,$B3,$73,$F3
F1D0 DEFB $0B,$8B,$4B,$CB,$2B,$AB,$6B,$EB
F1D8 DEFB $1B,$9B,$5B,$DB,$3B,$BB,$7B,$FB
F1E0 DEFB $07,$87,$47,$C7,$27,$A7,$67,$E7
F1E8 DEFB $17,$97,$57,$D7,$37,$B7,$77,$F7
F1F0 DEFB $0F,$8F,$4F,$CF,$2F,$AF,$6F,$EF
F1F8 DEFB $1F,$9F,$5F,$DF,$3F,$BF,$7F,$FF
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