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From wikipedia (http://en.wikipedia.org/wiki/Super_Nintendo_Entertainment_System#Game_cartridge) The largest games released (Tales of Phantasia and Star Ocean) contain 48 Mbit of ROM data That's 6MBytes. The smallest tile/sprite you could easily store is a 8x8 1bpp tile, giving you (6*1024*1024/8) 786,432 tiles without any space for code and other ...


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Yes - you can use the Marching Squares algorithm to detect the bounds of the image within the frame, and then I would suggest storing the actual bounds (height/width) somewhere. Particularly if your sprites contain islands, as this can take a long time to locate all the little pieces in the frame. Ideally, you would repack your spritesheets into an atlas so ...


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I agree with @Christian (though I wouldn't call it a hack). Detect the condition when the object should look different and then just draw it different. Every single thing in the game doesn't have to be a "model" of how it works in "nature". That's a mistake I've made many times and so it's become something of a mantra for me. Ask yourself this: what ...



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