By storing the textures in hexadecimal, with color channels ordered as ARGB (using alpha for transparency), texture storage goes from taking 12 bytes per pixel to 8. Because of the texture format changed, it's not compatible with the texture editor. And since only the first 256 pixels in the texture are actually rendered, I hardcoded it to only load the first 256 pixels. And finally, it's a little faster. Not by much, but it's something.