While using libtcod, there's a limitation on being locked into a single font size for the entire display, which is great for a traditional roguelike but a bit restrictive when it comes to graphical tiles. Previously, the small sized graphics were a bit difficult to take in and it was a bit weird to have them the same size as each letter used for text.
With this workaround, I don't get around the libtcod limitation but work with it by having an alternative tile for each and every image to be used in the map only which are then split into four characters. Once all four of those characters are written together, a larger font is simulated quite simply and the above screenshot shows what it looks like. It doesn't allow me to get around the limitation with respect to other variations in font size, but there's no reason why that can't be planned for in other projects, and what I've done above is a big improvement in my opinion.