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-rw-r--r--Allow-more-than-15-object_events-per-map.md6
1 files changed, 3 insertions, 3 deletions
diff --git a/Allow-more-than-15-object_events-per-map.md b/Allow-more-than-15-object_events-per-map.md
index 0cbf7f4..c688089 100644
--- a/Allow-more-than-15-object_events-per-map.md
+++ b/Allow-more-than-15-object_events-per-map.md
@@ -5,8 +5,8 @@ Edit [constants/wram_constants.asm](../blob/master/constants/wram_constants.asm)
```diff
; wMapObjects:: ; d71e
PLAYER_OBJECT EQU 0
--NUM_OBJECTS EQU $10
-+NUM_OBJECTS EQU $12
+-NUM_OBJECTS EQU 16
++NUM_OBJECTS EQU 18
```
And edit [wram.asm](../blob/master/wram.asm):
@@ -39,7 +39,7 @@ And edit [wram.asm](../blob/master/wram.asm):
wObjectMasks:: ds NUM_OBJECTS ; d81e
```
-That's it! We just added space for maps to define 17 total `object_event`s. So you could, for example, add two more NPCs to make Goldenrod City feel busier.
+That's it! We just added space for maps to define 17 total `object_event`s. (Plus the player object, making 18 total.) So you could, for example, add two more NPCs to make Goldenrod City feel busier.
Let's look at how it works. `wMapObjects` is an array of `map_object` structs, one for each possible object (including the player). You can see what data is stored for each `map_object` in the macro definition in [macros/wram.asm](../blob/master/macros/wram.asm):