103 sprites share one format: a width in bytes, a height in rows, then a mask
byte and a bitmap byte for every cell. Carrying the mask with the artwork is
what lets the game draw objects in any order and still have them overlap
correctly, which is the whole trick of the isometric view. The table at
sprite_tbl has a word per graphic number, and an object's first byte is that
number: walking and turning are done by changing it. The header's top two
bits are not part of the width but a record of whether the stored sprite is
currently upside down or mirrored -- the game flips sprites in place when an
object wants the other way round, and notes which way the data now lies.