BUT! The majority of it is spent on dungeon architecture. I've been throwing together an absurdly expanded classic-based tileset for far too long, which has considerable overworld expansions, but has a primary focus on expanding the dungeon tile collection with the purpose of eliminating square rooms in favor of freeform layouts with diagonals and multiple levels/tiers. Making these all fit, particularly when spanning diagonals across varying heights, can occasionally get overwhelming even for me who made them. Building them into pre-made wall segments, corner segments, etc. for each of the heights saves much scouring through the combo list, and the overall intent is to make advanced dungeon design accessible for beginners (or probably intermediates by this point). It also has the further capability of indirectly "explaining" how all these new combos are used.
I mean, if people
really need to know, I could throw together a picture post showing exactly what I'm doing. It would probably take all day to make though.
Isn't that exactly what they are though? All I do with aliases is group combos together.
Unless you're suggesting that they somehow remain a single unit even after being placed on the screen?
If you're referring to the 252-page limit, well, I'm closer to filling that out than the combo list, for certain. Kind of surprising, given they're both a little over 65,000 entries, but enemy sprites take up a large chunk of space, and in default classic you lose about 10,000 entries for those 39 pages. It's also a matter of organization, rather than simply filling in every blank space.