If you are drawing a tilemap, it actually might be better to do something clever by adding values and only storing once to each byte, that way you are using 768 byte store commands instead of twice as many nibble storing commands. You could do something like:
A*256 + B -> {L6+L}
where A is the nibble of the first sprite, B is the nibble of the second sprite, and L is your offset. Does that make kinda sense?