Tip: After editing your overworld, make sure to use an EMPTY save file, as save files with progress may load Mario's position based on previous versions of the overworld. Note that altered level flags will also only take effect on new save files.
This lets you set up 4 types of powerup filters in a per-level basis: small only, big only, no fire flowers and no feathers, taking in account your powerup status and item box item. Unlike most powerup filters though, this won't simply make you lose a filtered powerup, but will restore it once you return to the overworld, much like the Yoshi filters work. For that, 1 byte of free RAM is used.
-Filtering a fire flower or a feather will replace it with a mushroom.
-There are 2 recovery options for fire flower and feather filters: they can always be recovered, or it can depend on whether the mushroom they got turned into has been preserved. More details in the readme and setup files.
Note that these aren't to be used as level code, but as game modes C and 12! An easy table to set up the activation of the filters is included.
Tested with: Lunar Magic 3.11, UberASM Tool 1.4, SA-1 1.32, Snes9x 1.60. No issues found.
An interesting patch indeed, it basically acts as the "No Yoshi Intros" but for powerups. I found the !ruleset = 1 option kinda weird in how it works, but it's optional so no problem.
I guess you'd need to check for the custom powerups through $19 to get that working.
Yes, and the item box as well.
This is made heavily with only SMW's powerups in mind (in fact it assumes $19 never goes further than $03) so a new logic would have to be coded most likely. I could tackle a version compatible with lx5's powerups one day, if I'm bored, but I wonder how feasible it is to make it user-friendly considering there are so many possibilities. Case-by-case code might be the better option in that case.