This is a No Sprite Tile Limits patch for non-normal sprites (extended sprites, cluster sprites, smoke images, bounce sprites, etc.), most of which use OAM addresses $02xx instead of $03xx. It makes said sprites use the first free slot instead of having hardcoded slots. It'll fix the Sumo Bros. flame glitch now.
NEW - Fully fixes the Sumo Bros. flames, graphic-wise and coding-wise. This makes the flames to not hurt the player, if he is about 8 blocks underneath.
v3.1: now compatible with PIXI. Also made Mario's fireballs and the contact gfx sprite use dynamic slots, so they don't conflict with each other and which also fixes the item box flicker that happened on the previous version.
Rearranged the tag list to make it more consistent with the official tag list (no, I'm not going to list them all) and added screenshots (first one is without and second with the patch).
While normal hackers typically don't see much use in it, it is useful if you know what you're doing. More specifically, you can use larger extended/cluster/bounce/minor/whatever sprites. Keep in mind that to take advantage of it in custom sprites, you have to use whatever is specified in !RAM_ExtOAMIndex in the patch (which is why I noted why you should know what you're doing).
Lastly, this does take quite a bit of processing power since it searches for an empty OAM slot for any existing whatever sprite (albeit it searches for the first empty slot, not the last empty slot just like NMSTL so not quite as bad) so you might want to use FastROM or SA-1 with this patch.
Probably, assuming you change PIXI's "ExtendedGetDrawInfo" routine to use the dynamic OAM slot instead of the hardcoded one. I'm no expert in how those powerups work, though, so you might have to make other adjustments.