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# B01 - Unnamed building
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`OVERWORLD` tileset, **4 x 3 cells** (8 x 6 tiles of 8px, 64 x 48 px). Appears **19 times** in the game. Tile ids index `assets/generated/tilesets/overworld.png`, 16 per row.
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Coordinates are 1-based and local to the building: cell x=1..4, y=1..3; tile column c=1..8, tile row r=1..6. No terrain padding is included - edge rows and columns that were pure ground have been trimmed.
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## Symbol grid
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```
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x1 x2 x3 x4
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+-----+-----+-----+-----+
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y1 | A B | C C | C C | D E |
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| F G | H H | H H | I J |
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+-----+-----+-----+-----+
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y2 | K L | M M | M M | N O |
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| P Q | Q Q | R R | R S |
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+-----+-----+-----+-----+
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y3 | P M | M M | M M | M S |
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| T U | U U | U U | U V |
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+-----+-----+-----+-----+
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```
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## Same grid, raw tile ids
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```
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x1 x2 x3 x4
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+---------+---------+---------+---------+
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y1 | 5 6 | 7 7 | 7 7 | 8 9 |
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| 21 22 | 23 23 | 23 23 | 24 25 |
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+---------+---------+---------+---------+
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y2 | 37 38 | 10 10 | 10 10 | 40 41 |
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| 15 34 | 34 34 | 75 75 | 75 31 |
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+---------+---------+---------+---------+
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y3 | 15 10 | 10 10 | 10 10 | 10 31 |
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| 78 26 | 26 26 | 26 26 | 26 79 |
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+---------+---------+---------+---------+
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```
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As a 1-based Lua array, `rows[r][c]`:
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```lua
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local rows = {
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{ 5, 6, 7, 7, 7, 7, 8, 9 }, -- r1
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{ 21, 22, 23, 23, 23, 23, 24, 25 }, -- r2
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{ 37, 38, 10, 10, 10, 10, 40, 41 }, -- r3
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{ 15, 34, 34, 34, 75, 75, 75, 31 }, -- r4
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{ 15, 10, 10, 10, 10, 10, 10, 31 }, -- r5
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{ 78, 26, 26, 26, 26, 26, 26, 79 }, -- r6
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}
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```
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## Legend
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_Legend pending._
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- `A` = tile 5, used 1x
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- `B` = tile 6, used 1x
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- `C` = tile 7, used 4x
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- `D` = tile 8, used 1x
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- `E` = tile 9, used 1x
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- `F` = tile 21, used 1x
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- `G` = tile 22, used 1x
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- `H` = tile 23, used 4x
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- `I` = tile 24, used 1x
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- `J` = tile 25, used 1x
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- `K` = tile 37, used 1x
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- `L` = tile 38, used 1x
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- `M` = tile 10, used 10x
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- `N` = tile 40, used 1x
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- `O` = tile 41, used 1x
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- `P` = tile 15, used 2x
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- `Q` = tile 34, used 3x
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- `R` = tile 75, used 3x
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- `S` = tile 31, used 2x
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- `T` = tile 78, used 1x
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- `U` = tile 26, used 6x
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- `V` = tile 79, used 1x
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## Collision
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Cell walkability reads the **bottom-left 8px tile** of each cell (`src/world/Map.lua:6`):
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```
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y1 SOLID SOLID SOLID SOLID
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y2 SOLID SOLID SOLID SOLID
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y3 SOLID SOLID SOLID SOLID
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```
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Every cell is solid - this building has no door of its own.
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## Silhouette
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186 of the 3072 px inside the box are ground outside the black outline, so the 64x48 box is **not** a solid rectangle - a pixel-perfect cutout has to follow the outline. Terrain pixels by tile row:
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```
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r1 c1:48px, c2:16px, c7:16px, c8:48px
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r3 c1:5px, c8:5px
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r4 c1:8px, c8:8px
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r5 c1:8px, c8:8px
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r6 c1:8px, c8:8px
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```
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## Where it stands
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| map | cell (x,y) | door | leads to |
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| --- | --- | --- | --- |
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| SAFFRON_CITY | (36,1) | - | scenery, no entrance |
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| SAFFRON_CITY | (2,3) | - | scenery, no entrance |
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| SAFFRON_CITY | (10,3) | - | scenery, no entrance |
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| SAFFRON_CITY | (4,9) | - | scenery, no entrance |
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| SAFFRON_CITY | (8,9) | - | scenery, no entrance |
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| SAFFRON_CITY | (28,9) | - | scenery, no entrance |
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| SAFFRON_CITY | (32,9) | - | scenery, no entrance |
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| SAFFRON_CITY | (4,27) | - | scenery, no entrance |
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| SAFFRON_CITY | (12,27) | - | scenery, no entrance |
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| SAFFRON_CITY | (16,27) | - | scenery, no entrance |
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| SAFFRON_CITY | (20,27) | - | scenery, no entrance |
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| SAFFRON_CITY | (32,27) | - | scenery, no entrance |
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| SAFFRON_CITY | (4,33) | - | scenery, no entrance |
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| SAFFRON_CITY | (8,33) | - | scenery, no entrance |
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| SAFFRON_CITY | (12,33) | - | scenery, no entrance |
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| SAFFRON_CITY | (16,33) | - | scenery, no entrance |
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| SAFFRON_CITY | (24,33) | - | scenery, no entrance |
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| SAFFRON_CITY | (28,33) | - | scenery, no entrance |
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| SAFFRON_CITY | (32,33) | - | scenery, no entrance |
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