# TODO 1. **Make character-to-sprite state bindings release their references symmetrically.** `akgl_character_sprite_add()` increments the sprite refcount for every state-map binding, but no corresponding removal API exists. Replacing a state binding also leaves the previous sprite's refcount incremented. When `akgl_heap_release_character()` drops the character refcount to zero, it clears the character registry entry and zeroes the structure without enumerating `state_sprites`, decrementing the bound sprites, or destroying the SDL property map. Implement binding removal/replacement so each removed binding releases exactly one sprite reference. On final character release, enumerate every remaining binding (the existing `akgl_character_state_sprites_iterate()` release path may be reusable), release each reference, destroy `state_sprites`, and then clear the character. Add tests for removal, replacement, duplicate sprite bindings across multiple states, and final character release.