You might be thinking: oh come on! But hear me out. I don't have much, like 5 converted sprites, but added other options to them, which should make then worth it.
I'll start with the first one:
Mikeyk's Electricity sprite
Here are 2 screenshots with variety 1:
You can see above it occupies the wiggler GFX. Wish we had a way to fix that mistake:
It's the same sprite, but you can see above the GFX problem has been fixed.
Here's another version:
The sprite occupies the unused candle GFX. It's used as decoration in castle and that's it.
You can also edit the tilemap and forgot this:
You can change JSL $00F5B7-hurt routine with JSL $00F606-kill routine.
Download Mikeyk's sprite
Imamelia's Fire Snake
Above is their tilemap. A user will need to edit this. I did come up with 2 solutions
The tilemap overwrites the unused part, making the sprite easy to insert now. Also:
The version above uses SP3, overwriting the hammer brother GFX.
Download Imamelia's Fire Snake
Yoshicookiezeus' Falling Block
I already showed my edit, but I'll also show:
You'd think if Mario moves on it, he'll be hurt right?
But no, he flat out dies.
You can also edit the tilemap and palette besides the contact routine.
Download Ycz's Falling Block
Yes, the Rex from SMW. The first one is the same, just converted it to .json, but the second, besides conversion, has other small configs:
This version, aside from palette change, moves a bit faster and if...
...stomped, moves really fast, like in the old O Ninja Negro(The Black Ninja).
Aside from tilemap and palette, the contact routine can be changed, as well as the 2 X speeds.
Download Imamelia's Rex
Koyuki's Giant Parakoopa
Hey, I already did the conversion. What gives?
The first one is the same. Look at number 2:
Ignore the palette, as you can change it in the .cfg file, this one moves a bit faster and bounces at lower speeds.
For both, you can edit the X and Y speeds, tilemaps and contact routines.
Download Koyuki's Giant Parakoopa
That's all for now. Not sure if I'll do tommorrow.
I'm curious of what to hear here.