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FF58: UDG sprite data — hero sprite quadrants, chars $90–$A4 (21 UDGs)
The 21 UDG (User Defined Graphics) tiles for the hero sprite.
The ZX Spectrum 48K places the UDG data at $FF58 by default —
the UDG system variable ($5C7B) always points here and is never
changed by the game. The author placed the hero sprite quadrants
at this fixed address, using the built-in UDG mechanism to draw
the hero without needing a separate CHARS pointer. All 21 tiles
assembled form the standing hero figure (see frame_hero_torso).
chars-fe58-21
udg_sprites FF58 DEFB $01,$07,$0F,$1F,$3F,$7F,$7F,$FF chars-fe58-1 Char $90 — Head — top-left arc
FF60 DEFB $F8,$FE,$FF,$FF,$FF,$FF,$FF,$FF chars-fe60-1 Char $91 — Head — top-right arc
FF68 DEFB $00,$00,$80,$C0,$C0,$C0,$E0,$E0 chars-fe68-1 Char $92 — Head — top-right edge
FF70 DEFB $FF,$FF,$FF,$FF,$FE,$FC,$78,$78 chars-fe70-1 Char $93 — Head — bottom-left arc
FF78 DEFB $07,$78,$F7,$F9,$FF,$FF,$FF,$FF chars-fe78-1 Char $94 — Head — bottom-right arc
FF80 DEFB $F0,$F0,$F0,$F0,$F0,$A0,$E0,$E0 chars-fe80-1 Char $95 — Chin/neck — right side
FF88 DEFB $27,$27,$27,$1F,$1F,$1F,$1F,$1F chars-fe88-1 Char $96 — Shoulder — left
FF90 DEFB $80,$E0,$E0,$C0,$00,$00,$00,$00 chars-fe90-1 Char $97 — Shoulder/arm — right
FF98 DEFB $00,$00,$01,$03,$07,$0F,$1F,$1F chars-fe98-1 Char $98 — Torso — top-left
FFA0 DEFB $3F,$7F,$FF,$FF,$FF,$FF,$FF,$FF chars-fea0-1 Char $99 — Torso — top-right
FFA8 DEFB $F0,$F8,$FC,$FC,$FE,$FE,$FF,$FF chars-fea8-1 Char $9A — Torso — left side
FFB0 DEFB $1F,$3F,$3F,$3F,$3F,$3F,$3F,$3F chars-feb0-1 Char $9B — Body — left side
FFB8 DEFB $FF,$FF,$F7,$F3,$F5,$F7,$F7,$F7 chars-feb8-1 Char $9C — Body — centre detail
FFC0 DEFB $80,$80,$C0,$C0,$C0,$E0,$E0,$E0 chars-fec0-1 Char $9D — Body — right side
FFC8 DEFB $3F,$3F,$3F,$3F,$3F,$3F,$1F,$1F chars-fec8-1 Char $9E — Hip — left
FFD0 DEFB $F0,$F0,$F0,$F0,$E0,$E0,$E0,$E0 chars-fed0-1 Char $9F — Hip — centre-left
FFD8 DEFB $E0,$E0,$E0,$F0,$F0,$F0,$F0,$F0 chars-fed8-1 Char $A0 — Hip — right
FFE0 DEFB $55,$AA,$55,$AA,$55,$AA,$55,$AA chars-fee0-1 Char $A1 — Dithering fill (grey bar in high-score display)
FFE8 DEFB $FE,$FE,$FC,$F0,$E1,$C7,$8F,$7F chars-fee8-1 Char $A2 — Curved edge (speech bubble right side)
FFF0 DEFB $1F,$0F,$03,$00,$00,$00,$00,$00 chars-fef0-1 Char $A3 — Shoe/foot — left curve
FFF8 DEFB $E0,$C0,$80,$00,$00,$00,$00,$00 chars-fef8-1 Char $A4 — Shoe/foot — right curve
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