Oh come on, the coin isn't THAT big a deal... X__X
If you want the blocks to take away your other powerups when collected, just add AND #$00 right before the ORA command in each of the custom block ASM files that are the collectable powerups. Easy solution, it should work...
Or better yet, change ORA to LDA. But I'm not sure if that would work or not... Worth a shot.
I'm not working on these Pseudo Powerups for a bit... I want to make some actual custom enemies first, since I miss doing that. They won't be related to these powerups in any way, so they'll either get their own thread or just be silently submitted to the database.
But when I get back to working on them, the next thing I'm implementing are permenant powerups-- you'll be able to collect these and keep them throughout the whole game. I have two ways of doing this... The first way, which is easier to implement, replaces the Pseudo Powerup values for each custom block with "Event Passed" flags, and you'll "get" the powerups when you activate certain events on the Overworld. (The collectable powerup blocks will make you beat the level when collected.) The other way will keep the powerups the way they are now and be permenant, but will also require some intermediate and advanced Hex Editing in the Rom (which I'll hopefully just be able to write an Xkas patch for, but I'm not so familiar with how those work)... The idea is to expand the size of the SRAM, then change the Load and Save Game routines to include code that loads and saves the Powerup status as well as everything else. smkdan told me how it all works, but I still don't have much faith in my ability to pull it off...
I love my new avatar. <333
It's me!!
High on life is the best high.