can you make the map limit 128 because my mod uses 128 maps it's maps after 129 that won't work not maps after 127
Isnt map 0 a map too? lol

Iam not sure if 0 counts but maybe this is helpfull for Eich:
I figured this wasn't thread-worthy, so I thought I'd post it here. Maybe this thread could be more of a "odds and ends" thing. Anyhow.
The max amount of maps a hack can have is 128 (0x80). The reason for this is that the code reserves 0x80 bytes for a structure contained at 0049E5B8 in RAM. This structure is indexed by the map ID, meaning that maps over 0x80 would end up messing around in memory reserved for other uses, which could screw the game up.
The function at 0x00014B20 is the main culprit. The CALL it makes to 00480D30 is basically a call to a function which zeroes out memory, and 0x80 is PUSHed onto the stack at some point (the function uses this to calculate how many bytes to affect by the function.) I suspect, for you C/C++ programmer out there, that this is a call to ZeroMemory() (which itself is an alias of sorts for memset(x, 0, y).) If this doesn't make sense to you, don't sweat it - basically, there are 0x80 entries reserved for maps in the code and in memory.
Maps after 128 dont work not maps after 129 lol So its exactly 128, but this means: maps with the number 1-127 + map 0 so 127 + 1 = 128