you can load any size of sprite into A8
to usemy_sprite as a header and bmap and others as subs, you need to create a STRUCT.
typedef struct {
BMAP* bitmap;
int x_size;
int y_size;
int animation_frames;
char* filename;
} SPRITES;
SPRITES* my_sprite;
my_sprite.bitmap = bmap_create...
..etc...
all you need to do is calculate the animation frames with bmap_width/height and animation_frame count.
To show the Sprites, you´ve different solutions:
1.) Using a new created sprite as 3D Entity, and use it as target map for the Oldschool bitmap
2.) in a 2D game, you better use PANELS and the window functions to animate it ^^