
Sprites convension:

Sprites are organized as follows:

The first bytes are the light_data
The next bytes are the light_data
The masks are put in a seperate array called Mariomasks

unsigned short Mariosprites = {light_data,...,dark_data,...};

The tiles are organized as follows:

There is used an interlaced format which is required by the tilemap engine.

First variable is the light_data of the first line, next comes the dark_data and then the mask (mask not implemented yet)

unsigned short Tiles = {light_data0,dark_data0,mask_data0,light_data1,dark_data1,mask_data1,...};








