Eventually I'd like to try expanding the ROM to 4MB and shuffling some of the larger data in the mirrored banks (< $C0) out to claim that space for code. There's a couple good candidates for this, namely the Samus sprites which we'll probably want to rework anyway for custom sprite support.
Additionally, longer term we could look into using the S-DD1 compression chip which the fxpak supports which has the ability to decompress data into WRAM or directly into PPU memory. I just think it'd be neat to try especially if it gets us some more room without messing up timing too much. Some S-DD1 documentation and a C++ implementation is included here: https://wiki.superfamicom.org/s-dd1
Eventually I'd like to try expanding the ROM to 4MB and shuffling some of the larger data in the mirrored banks (< $C0) out to claim that space for code. There's a couple good candidates for this, namely the Samus sprites which we'll probably want to rework anyway for custom sprite support.
Additionally, longer term we could look into using the S-DD1 compression chip which the fxpak supports which has the ability to decompress data into WRAM or directly into PPU memory. I just think it'd be neat to try especially if it gets us some more room without messing up timing too much. Some S-DD1 documentation and a C++ implementation is included here: https://wiki.superfamicom.org/s-dd1