diff options
-rw-r--r-- | Allow-more-than-15-object_events-per-map.md | 6 |
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): |