although i'm not sure if i want the jump to be so limited as it is here, but maybe
you can get something close to this while Super by setting the Super Mario PowerupParams to the Mega Mario ones, although he can't destroy enemies and the jump is too high:
ncp_over(0x02122c94, 10)
static const Player::PowerupParam powerupTable[8] = {
//Small Mario
{
&Player::constantsSmall,
&Player::sensorsSmall,
&Player::hitboxSmall,
1,
0,
},
//Super Mario
{
&Player::constantsSuper,
&Player::sensorsSuper,
&Player::hitboxSuper,
0,
0,
},
//Fire Mario
{
&Player::constantsSuper,
&Player::sensorsSuper,
&Player::hitboxSuper,
0,
1,
},
//Mega Mario
{
&Player::constantsMega,
&Player::sensorsMega,
&Player::hitboxMega,
0,
0,
},
//Mini Mario
{
&Player::constantsMini,
&Player::sensorsMini,
&Player::hitboxMini,
1,
0,
},
//Shell Mario
{
&Player::constantsSuper,
&Player::sensorsSuper,
&Player::hitboxSuper,
0,
0,
},
//Unused 1
{
&Player::constantsSuper,
&Player::sensorsSuper,
&Player::hitboxSuper,
0,
0,
},
//Unused 2
{
&Player::constantsSuper,
&Player::sensorsSuper,
&Player::hitboxSuper,
0,
0,
},
};