Not a solution to your problem, merely a comment. The advantages of using sprite-sheets may be lost or much reduced when you orient them horizontally. This causes a problem with cache-misses.
Imagine you had a 10x10 pix sprite. To load the portion of the your image that contains it, you need to load (numPixels = sprite_height * src_width).
In your case, this would be 10 x 105920 pixels = 1,059,200 pixels! - Just to cache 100 pixels worth of image.
The best way to orient a sprite sheet is vertically. You use the same equation to determine the number of pixels that must be loaded, but get a very different result. A result that is now small enough to fit in the small(est), fast(est) cache.
In this case: 10 x 240 pixels = 2400 pixels. - Again, overkill for just 100 pixels, but a superior solution than the previous example gives.
Changing the orientation of the sheet from horizontal to vertical results in a reduction of the size of the memory needed to cache this sprite of 441 times. Not exactly something I would characterize as insignificant.
The effect of making this change will be most apparent when repeatedly drawing the same sprite or sprites that are located near to one another in the sprite-sheet.
Given that the browser works with tru-colour images on the screen, it doesn't seem unreasonable to think that for performance reasons, the browser would convert your monochrome image to one compatible with the remainder of the display - one that has 24 bits/pixel, albeit with (relatively) little variation in value.
If indeed the image was converted to 24bit, well, the memory requirements would be huge
105920 * 240 * 3 = 76262400bytes. Yes!! That's 72.73 megabytes!! Add another 1/3 if its converted to an rgba(32 bit) image.
So, I've got two suggestions.
- Orient your images vertically
- Use several sprite sheets.