fix victory road statues

This commit is contained in:
DramaticShape
2026-08-09 00:01:47 -04:00
parent 47369c24fe
commit 2af88d07cf
7 changed files with 501 additions and 44 deletions
+63 -13
View File
@@ -132,15 +132,23 @@
-- measured rather than drawn, by flooding the panel tile's own stripe out
-- from behind them; see CLUB below.
--
-- And `wall_top` (not a class either): the tile every `wall` cell's TOP
-- face wears, whatever the cell itself draws. An interior wall band is
-- 16px of art folded upright, and a fully folded run has no drawn row left
-- over to lay flat on top -- so the top repeated the FACE, and the town-map
-- poster and the window of a house came out lying across the top of the
-- wall as well as hanging on it. What is really up there is the wall's own
-- And `wall_top` (not a class either): what a `wall` cell's TOP face
-- wears, whatever the cell itself draws. An interior wall band is 16px of
-- art folded upright, and a fully folded run has no drawn row left over to
-- lay flat on top -- so the top repeated the FACE, and the town-map poster
-- and the window of a house came out lying across the top of the wall as
-- well as hanging on it. What is really up there is the wall's own
-- capping course, which is exactly the plain panel the decorated column's
-- neighbours draw: name that tile and every wall in the tileset caps with
-- it. The face is untouched -- the poster still faces the room.
-- neighbours draw. The face is untouched -- the poster still faces the
-- room. Two forms:
--
-- wall_top = <id> every wall in the tileset caps with this,
-- for an atlas that dresses one kind of room
-- (the houses, the Centers, Red's floors)
-- wall_top = { [tile] = id } only the named tiles are redirected, for
-- an atlas that dresses several (LOBBY is
-- the department store, the Game Corner,
-- Silph, the roof AND the Rocket lift)
--
-- Whole BUILDINGS are not tile pins -- one drawing packs a roof seen from
-- above, a facade seen face-on and sloped ends as diagonal silhouettes,
@@ -771,12 +779,38 @@ return {
signpost = { 33, 34, 49, 50 },
},
-- Oak's Lab (the tileset also serves the Fighting Dojo and Lance's
-- room, which use none of these tiles). The free-standing shelf
-- ranks: book rows and base pinned; the shared trim tiles above
-- (41/42, also the lab tables' corners) are adopted as caps by the
-- bookcase builder rather than pinned.
-- Oak's Lab, the Fighting Dojo and Lance's room (one tileset). The
-- lab's free-standing shelf ranks: book rows and base pinned; the
-- shared trim tiles above (41/42, also the lab tables' corners) are
-- adopted as caps by the bookcase builder rather than pinned. The
-- other two rooms are furnished with one thing between them -- the
-- BIRD STATUE, and it is the badge gyms' statue exactly.
DOJO = {
-- THE STATUES. The same drawing as GYM's, tile for tile on this
-- atlas: one cell of figure ($02/$38/$12/$13) over one cell of
-- plinth ($22/$23/$32/$33), so it takes the same treatment -- the
-- plinth a SOLID 16px block, the figure a per-pixel cutout 5 voxels
-- deep (the thin `prop` pool) riding the plinth's top face through
-- the authored-box support rule and collapsing to the plinth's
-- single cell of footprint.
--
-- Left derived the pair merged into ONE 32px volume wearing the
-- statue art folded onto its face -- the extruded picture, the same
-- failure the gyms' statues and the Plateau's avenue had.
--
-- Every placement of these eight tiles in the game is a statue:
-- blocks 49/50/114/115 pack figure over plinth in one 2x2-cell
-- block, and they are placed 18 times in LANCES_ROOM (the pairs
-- lining his aisle, and the two flanking his dais at cells (6,12)
-- and (7,12) over (6,13)/(7,13)) and twice in FIGHTING_DOJO. Oak's
-- Lab, the third map on this atlas, places none of them -- and the
-- four figure-only and plinth-only blocks are never placed at all.
wall = { 34, 35, 50, 51 },
prop = { 2, 18, 19, 56 },
-- and each stands on the room's main floor ($11) rather than on
-- whatever its neighbours vote -- the gyms' rule, for the gyms'
-- reason: a statue against a wall would otherwise take the wall.
prop_ground = { [2] = 17, [18] = 17, [19] = 17, [56] = 17 },
bookcase = { 13, 14, 29, 30 },
-- the lab tables (the starter-ball display and the north tables):
-- 41/42 are also the shelf trim the bookcase builder adopts as
@@ -800,6 +834,11 @@ return {
REDS_HOUSE_2 = {
-- the wall band with its windows stays one 16px face
wall = { 0, 36, 37, 52, 53 },
-- and caps with the blank course. The windows of Red's 2F sit at
-- cells (5,0) and (7,0); without this the panes came out lying
-- across the top of the wall as well as glazing its face, where
-- (6,0) between them draws the plain panel that belongs up there
wall_top = 0,
-- the bed: a mattress drawn from above, half a block high
bed = { 45, 46, 47, 61, 62, 63 },
-- stools: a seat-high box, seat art on top, legs on the front
@@ -838,6 +877,9 @@ return {
-- table rides these heights, not the 8/12px class defaults
heights = { stool = 5, table = 6 },
wall = { 0, 36, 37, 52, 53 },
-- the same blank course caps 1F, whose windows are cells (3,0),
-- (5,0) and (7,0) -- (6,0) between the last two is the panel
wall_top = 0,
stool = { 2, 3, 18, 19 },
-- the dining table (38-44/58-60); its top row also caps the
-- bookcases below
@@ -1615,6 +1657,14 @@ return {
wall = { 1, 2, 3, 6, 18, 19, 22, 33, 46, 47,
62, 63, 68, 70, 71, 72, 73, 75, 76, 77, 78, 79, 84,
88, 89, 91, 92, 93 },
-- The Rocket lift's CAR DOORS (40 over 56, cells (2,1) and (3,1) of
-- ROCKET_HIDEOUT_ELEVATOR) cap with the cabin frame's lower course
-- -- the tile cell (2,0) draws beneath its own top band, and what
-- every other column of that wall already caps with. Keyed by tile
-- rather than blanket, unlike the houses: this one atlas dresses the
-- department store, the Game Corner, Silph's floors and the roof
-- too, and none of those wall tops is a lift frame.
wall_top = { [40] = 93, [56] = 93 },
-- 3F's television sets ($0E/$0F/$1E/$1F): the one drawing in this
-- tileset that is a deliberate object with a body -- a black-framed
-- cabinet, a bezel and a lit screen, drawn face-on -- and the same