Superbloxen wrote:Is it also possible to create custom powerup states by manipulating the player's memory?
It's possible to slightly alternate behaviour of existing power-up states, but you can't add new, because that requires an engine-side implementation of the necessary API that will allow you that.
Superbloxen wrote:I tried to change the powerup state above State 7 and put the 38A sprites into Mario's folder, which caused an Assertion Failure when I ran the Autocode script.
Because the code (inherited from SMBX) tries to find any sprite files by counting, and... it may fail, because attempts to deal with non-existing array entry. That's a bug, and I should solve it. It should just don't try to load sprites for non-existing array entries.
Superbloxen wrote:There was a bit of weirdness though because Mario had the wrong offset and turned into Luigi when I tried to raise the state to 11 or higher.
Seems, because of past tricks, and because of missing array entries, you have to override the data of next array (Luigi's).
Anyway, existing memory emulator of TheXTech doesn't gives full memory access, and it gives the access to known addresses and it maps the data between real in-engine fields and script. Basically, it was been implemented to support existing LunaDll projects (such as Analog Funk), and currently is a temporary scripting system for extra things here.