What's with retro homebrews using monster ROM sizes no commercial game back in the day ever would have used? A 256k Colecovision game is pushing disbelief a bit.
>>432088 Physical ROM chips cost an arm and a leg back in the day, so publishers urged (or straight up contractually obligated) coders to get games done to a certain smaller size. Almost always this meant leaving out tons of content because it wouldn't fit the cartridge. 16-bit Ultimate Mortal Kombat 3 was missing Sheeva and the announcer voices because of this, for example.
Romhackers bumping that up to impossible levels is either to get around that limit, or to make games have impossible amount of content or voice samples. Or they are simply using the extra space to get around Colecovision tier limited hardware.
That's just my theory though! I don't follow the rom hack scene.
Bomb Jack for the SG-1000. They needed 32k for this? The game logic seems simple enough that 16k should have worked. I bet though that the background graphics aren't compressed and it's just raw data because screen switches are almost instantaneous, there's no pause to de-pack anything.