As the name implies, I'd like an UberASM code that allows the player to switch back and forth between a specified table of powerups with L and R respectively either in a level or the OW
, they can only switch between the specified powerups if they are obtained somewhere in the game in some way, such as collecting the sprite for the powerup or touching a block which gives the player said powerup. If the player gets hit while in the status of one of the specified powerups, they cannot switch back to that lost powerup unless they collect it again.
For optimal convenience, there should be a table allowing the user to toggle the powerup-switching ability on a per-level basis, in case they're planning to use a counterbreak code. If any of the specified powerups are collected in the item box, then the switching ability should affect the item box, but this should be optional.
If the user wants, they can save the collected powerups to a certain free RAM address via SRAM/BW-RAM Plus. Also, I believe the custom powerups patch respects the $19 table (all custom powerups are stored there). I suggest you test it to see if it actually works fine though.
I think this concept will be brilliant for those who want the player to use different powerups flexibly in the same level instead of restricting them to one powerup at a time throughout the level. Thank you for reading and hope you understand what I mean.
--------------------My Mode 0 guide.
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It has a lot of archived ASM stuff, so check that out!