If you were to instead use a bounded area of the heap with 4 bits per pixel, as you are suggesting, your bound would be 393216 bytes.
However, it's not totally clear that that's the right way to account for it, because if you have a 256-color image that you have to reduce to 240 colors to have space for this algorithm, there isn't an obvious way to get back the lost colors by storing 9154 bytes somewhere else. You might be able to do something like pick the least popular 16 colors from the image (which occupy a maximum of 49152 pixels and usually less), store a bitmap telling where they were (98304 bytes), store the colors of the marked pixels into a 24576-byte array, replace them with some neutral color, run the flood fill, and then restore the colors. But, while that uses significantly less than 393216 bytes, it still uses a lot more than 9154 bytes, and it's probably pretty slow on the kind of computer where you'd be trying to do something like this.
At the other extreme, if your 256-color image actually only used the 216 "web-safe" colors (#000, #003, #006, ... #030, #033, etc.), you'd already have 16 leftover colors available. And freeing up 16 colors on a 16-bit or 24-bit TrueColor display would damage the image quality only imperceptibly.
[–] hyperhello 2 days ago
[–] Jtsummers 2 days ago
https://t3x.org/#wyorc - One example, this is a book on writing a compiler targeting Z80 processors.