Map scripts in [maps/\*.asm](../tree/master/maps/) declare new objects—NPCs, item balls, Berry trees, etc—with the `object_event` macro. But you can't have more than 15 `object_event`s in one map. ([GoldenrodCity.asm](../blob/master/maps/GoldenrodCity.asm) reaches this limit, and four other maps nearly do with 14 `object_event`s.) Turns out this is an easy limit to increase. Edit [constants/map_object_constants.asm](../blob/master/constants/map_object_constants.asm) (older versions of pokecrystal may have this bit in [constants/wram_constants.asm](../blob/master/constants/wram_constants.asm)): ```diff MAPOBJECT_LENGTH EQU _RS -NUM_OBJECTS EQU 16 +NUM_OBJECTS EQU 18 PLAYER_OBJECT EQU 0 ``` And edit [wram.asm](../blob/master/wram.asm): ```diff - ds 40 + ds 6 wMapObjects:: wPlayerObject:: map_object wPlayer ; player is map object 0 -; wMap1Object - wMap15Object +; wMap1Object - wMap17Object for n, 1, NUM_OBJECTS wMap{d:n}Object:: map_object wMap{d:n} endr wObjectMasks:: ds NUM_OBJECTS ``` 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): ```asm map_object: MACRO \1ObjectStructID:: db \1ObjectSprite:: db \1ObjectYCoord:: db \1ObjectXCoord:: db \1ObjectMovement:: db \1ObjectRadius:: db \1ObjectHour:: db \1ObjectTimeOfDay:: db \1ObjectColor:: db \1ObjectRange:: db \1ObjectScript:: dw \1ObjectEventFlag:: dw ds 2 ENDM ``` This is all the same data that gets declared by the `object_event` macro, defined in [macros/scripts/maps.asm](../blob/master/macros/scripts/maps.asm): ```asm object_event: MACRO ;\1: x: left to right, starts at 0 ;\2: y: top to bottom, starts at 0 ;\3: sprite: a SPRITE_* constant ;\4: movement function: a SPRITEMOVEDATA_* constant ;\5, \6: movement radius: x, y ;\7, \8: hour limits: h1, h2 (0-23) ; * if h1 < h2, the object_event will only appear from h1 to h2 ; * if h1 > h2, the object_event will not appear from h2 to h1 ; * if h1 == h2, the object_event will always appear ; * if h1 == -1, h2 is treated as a time-of-day value: ; a combo of MORN, DAY, and/or NITE, or -1 to always appear ;\9: color: a PAL_NPC_* constant, or 0 for sprite default ;\<10>: function: a OBJECTTYPE_* constant ;\<11>: sight range: applies to OBJECTTYPE_TRAINER ;\<12>: script pointer ;\<13>: event flag: an EVENT_* constant, or -1 to always appear db \3, \2 + 4, \1 + 4, \4 dn \6, \5 db \7, \8 dn \9, \<10> db \<11> dw \<12>, \<13> ; the dummy PlayerObjectTemplate object_event has no def_object_events if DEF(_NUM_OBJECT_EVENTS) {_NUM_OBJECT_EVENTS} += 1 endc ENDM ``` `wObjectMasks` is likewise an array of mask bytes, one for each possible object. If the mask is −1, the object is hidden. Basically, the `object_event` structs in the ROM get copied into the `map_object` structs in RAM, so there needs to be enough space in RAM for all of them. And each new object needs 17 bytes—16 for its `map_object` (count them), and one for its mask—so we had to use 34 of the unused bytes in that `ds 40`. If you wanted to allow an 18th object, you would have to find 17 bytes of unused space here and there in the same `SECTION` as `wMapObjects` and `wObjectMasks`. Which is not difficult; if you scroll down to the "`map scene ids`" and "`fight counts`", they both have large chunks of unused space afterwards (`ds 49` and `ds 100`).