&nbsp; 160&nbsp;&nbsp; 192&nbsp;&nbsp;&nbsp; 224&nbsp;&nbsp;&nbsp; 256&nbsp;&nbsp;&nbsp; ... et cetera.
Tile Coord&nbsp;&nbsp; (0,0) (8,0) (16,0) (24,0) (0,8) (8,8) (16,8) (24,8) (0,16) ... and so on.</PRE>
Now that you've consumed the above information, realize that it is not
completely correct.&nbsp; The SNES has one more display quirk that is thrown
into the mix: all of the rows must be stored 16 tiles apart (i.e. 512 bytes,
or 256 words.)&nbsp; This means that, if there was one 32x32 sprite in
VRAM, it 