This is a disassembly of sprite A1 in SMW, the bowling ball-esque sprite that Bowser drops. I made it so that if the extra bit is clear, it acts exactly like the original, meaning that it checks for a specific Y position to determine when to start moving horizontally. If the extra bit is set, it actually detects ground.
NOTE: This sprite requires the No Sprite Tile Limits patch. It draws 12 tiles at once, which isn't a problem for "special" sprites in the original SMW, but for custom sprites, yeah, you'll need the patch.
Tester's note: If you (= the user), for some reason, don't seek to apply that patch, then sprite setting 12 also works.
Now SA-1 hybrid.
(Small change by Rykon-V73): Converted the sprite to .json and added 2 other sprites for SP4 and SP2 and converted those to .json. I added the SP2 version since I thought most hackers will use SP3 and SP4 for other things. The SP2 version overwrites the blue shelless koopa and smiley coin GFX and the SP4 version overwrites the dry bones' projectiles, falling spike and candles GFX. Most of you can design a castle without the 2nd dry bones.
The tilemap, palettes and SFX can be edited. The Y speeds are very risky,
Works as intended, so, update accepted. I really don't see the point of a SP2 version since the Big Steely is a niche sprite, compared to the other sprites in SP2 which are global. The SP4 version could come in handy though.