Absolutely! There is an UberASM code KevinM made and gave me that does exactly what you want. (for some reason he didn't release it publicly even though I suggested him that in Discord...)
is meant as game mode or level code, whereas 'ext_sprites_block_interact.asm'
goes in the 'library' folder. Additionally, in 'other/macro_library.asm', you'll need to add this:
(note that if you're on SA-1, the entire code may not work, so you may need to change all the addresses in the '%define_base2_address' macros to their SA-1 counterparts)
macro define_base2_address(name, addr)
if !sa1 == 0
!<name> = <addr>
!<name> = <addr>|!addr
!ext_sprite_slots = 10
!extended_offset = $13
Now, to make your extended sprites (in your case, the piranha plant fireball) interact with your icy blocks, turn on the '!custom_blocks' define and the '!vanilla_blocks' off. Conveniently enough, the sprite number for the piranha plant fireball is already added under the 'ext_sprite_numbers:' table. However, you should get rid of the $0D, as that's the baseball extended sprite number and you probably don't want that to interact with your blocks. Here's a list of vanilla extended sprites for your convenience:
01 Smoke puff
02 Reznor fireball
03 Flame left by hopping flame
05 Player fireball
06 Bone from Dry Bones
07 Lava splash
08 Torpedo Ted shooter's arm
09 Unknown flickering object
0A Coin from coin cloud game
0B Piranha Plant fireball
0C Lava Lotus's fiery objects
0E Wiggler's flower
0F Trail of smoke (from Yoshi stomping the ground)
10 Spinjump stars
11 Yoshi fireballs
12 Water bubble
Finally, you'll have to edit the block's code by copy-pasting this directly under the 'FIAR:' label:
$0DD4 is a free RAM dictated by the define '!custom_interaction_flag'. If you're already using that RAM for something else, change it.
Anyways, I hope you understood me!
My Mode 0 guide.
My Discord server.
It has a lot of archived ASM stuff, so check that out!