>>22900390No, its physically impossible without fundamental edits at the source level. Not even Maruno can do that.
The "extensive workarounds" involve using the same overall method as the waterwheel in Dacapo, the "events" layer. How it works is that on top of all 3 "tile" layers, you have that event layer. This is where all the NPCs, trainers, and overworld Pokemon live. Its also where the door interactions, sign triggers, trainer encounter boxes, etc. are mapped.
It is theoretically possible to use this as a supplement for limited autotiles, by making each animated portion of the map be doing the same thing as, say, Foster while he does his Santa laugh. It can be done, but doing so limits us even more than the autotile limitation.
Remember how the earliest versions of the last demo had some crashing and freezing issues? This is because there were some events layer malfunctions that required Pawter and Mage to rework some stuff. Physical limitations aside, adding all those constantly triggering events would destabilize our game immensely. In addition, we'd be limited on how many other events we could have happening in a map, thus sacrificing NPCs or even scripted story events in order to gain some sexy waves.
I guess it really comes down to whether or not we want to make Assassin's Creed Unity or not. Grafix at the cost of performance and, you know, functionality, or a functioning game that maybe doesn't look as spectacular.