I am using the No More Sprite Tile Limits patch, but I didn't set the sprite memory index to 10 on this level, however, I 'think' I may have found my problem.
Since smkdan made the sprite, I found an area in the asm file called "SLOTS dcb $CC,$C8,$C4,$C0 ;avaliable slots. Any more transfers and it's overflowing by a dangerous amount." that had me very curious on a small theory of mine, I'm starting to think those 4 values are supposed to represent part of the Sumo Brother sprite and its fire, am I correct?
If so, would changing any of those values possibly solve the problem? I don't like taking huge risks like this, but as long as I know what to do with this, it shouldn't be too much of a deal...I hope.
Edit: Just as a side note, as long as the YI P-Switch doesn't come into view (aka the player making it to the spot where I placed it), the Sumo Brother remains unaffected by it.

Since smkdan made the sprite, I found an area in the asm file called "SLOTS dcb $CC,$C8,$C4,$C0 ;avaliable slots. Any more transfers and it's overflowing by a dangerous amount." that had me very curious on a small theory of mine, I'm starting to think those 4 values are supposed to represent part of the Sumo Brother sprite and its fire, am I correct?
If so, would changing any of those values possibly solve the problem? I don't like taking huge risks like this, but as long as I know what to do with this, it shouldn't be too much of a deal...I hope.
Edit: Just as a side note, as long as the YI P-Switch doesn't come into view (aka the player making it to the spot where I placed it), the Sumo Brother remains unaffected by it.
