So what youre saying is the final script, in essence, would be something like
right?
A few questions about this:
How do I figure out what the footer for the map is (A8, A4 for Shoal Cave for example)? I cant find it in Advancemap, even in the professional header view. I may just not be looking in the right place though.
And when, in the story, I go back in time to before the city is destroyed, I'd just clear the flag so that it loads the normal city map?
The special 0xD5 is a ASM function that checks what time it is and returns a positive or a negative for that specific flag based on what time it is, right? And that's why I wouldn't use either of those?
And this whole thing would work with Fly, so that when you Fly to the map, it would run this script before you see anything, and would thus load the destroyed city before you land, right? In that case, would I need to place a Fly block (where you land) in the destroyed map as well? Or would it take you to the same coordinates as the warp it at on the normal map?
EDIT: I took a look at it in the ROM. It looks like the setmapfooter changes just the tile placements and permissions and loads all the events from the original map? Because all the warps and items and such are on the low tide versions and there's no events whatsoever on the high tide versions. Meaning that everything the NPCs would do in the destroyed city would have to be scripted in the normal city? And this would mean all the Warps, Fly tiles, etc would be loaded from the original map as well?