These block package, when these blocks gets changed or deleted, will revert back after a few frames or so. Useful for puzzle or switches that needs to be reused (without the use of a sprite). Note that Yoshi is incompatible with most of these.
Oh, thanks. Sa-1 is extremely useful, especially when it comes to certain situations like:
If you're programming sprite looting after a sprite is defeated, much like a rewarding system (those type of sprite are probably the only type that interact with blocks, next to the player's fireballs)
When having the ability to spawn multiple sprites, like spawning lots of projectiles (megaman shoot-em-up) that aren't extended/cluster sprites, that is a hogger with only 12 slots
And finally, the game can slowdown easily with many sprites, even with optimized code. Its no wonder the VLDC series really wanted SA-1 (even if it wants to stay vanilla as much as possible).
By the way, is there a define where you can change the size of the sprite tables (make it more or less than 22 slots?)
Maybe I was a bit too harsh about the removal simply because of improper SA-1 usage simply because of freeRAM. Of course, that's still not an excuse to not make everything SA-1 compatible. Nonetheless, I had added another define file with proper SA-1 addresses (the one you have suggested in the submission notes were already reserved for the backup part in BW-RAM but you knew it from the HP meter).
Other then that, I haven't found any problems so I went to an acception.