Sour wrote:
As far as I know, the tiles in that picture are organized in a neat manner because someone organized them manually
Yes, I organized them manually. I use the raw sprite sheet to see which tiles need work. Once I make the replacement for a group of connected tiles, I add the replacement to another sheet and remove the tiles from the raw sheet. So the tiles in the final sprite sheet are organized.
thefox wrote:
It seems like something that could be done by looking at the connectedness of the hardware sprites at runtime (i.e., which ones appear next to others, and how often).
There are a few obstacles that I can think of:
1. The object is moving near the edge of the screen and some of the tiles may go outside the screen. 2. The same tile appears multiple times in several poses of the same object.
3. Tiles within the same object overlap each other (various characters in Double Dragons II)
4. Tiles within the same object are not fixed relative to each other (white dragon in Castlevania)
5. Two objects appears to be connected (Mario holding a shell in SMB3)
6. Objects using the background layer