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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`).