A muncher that will explode on ground contact. Includes fully custom behavior for the silver P-switch; that's why I wouldn't reccomend changing the graphics. The extra bit will determine the direction.
Note that you should replace the included GetDrawInfo, SubOffScreen, GetMap16 and ChangeMao16 with the ones we provided.
An... interesting sprite. Well, there are some uses of it, specifically acting as a more falling spike (in fact, it is based of it). I haven't seen any problems, so I went on with it.
I also had done a small modification to the original sprite: The original was fully a sprite (unless the silver p-switch is activated where it was a real block), not to mention that they get loaded after the mosaic. This caused the sprite to be noticable, not to mention that there is a visible hole when sprite limitations appear. In case, you want to have an old version, here is a backup.
For the modified version, you have to place it above an actual muncher. Unless they fall down, they're not only invisible till activation but also leave behind an air tile (or what ever tile they turn into). The reason I have done that is to fix the former issue. Of course, you still can't place it in the air, else it disappear but that's why I have put a backup of the old sprite.
That being said, most of credits still should go to Erik, not to me, as he was the primary coder.
And Jack, you should probably use these routines instead of the already included ones (the former two are optimisations, the latter fixes a crash when calling these routines).