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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`).
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