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