# B10 - Unnamed building ![Unnamed building](img/B10_x6.png) `OVERWORLD` tileset, **6 x 4 cells** (12 x 8 tiles of 8px, 96 x 64 px). Appears **5 times** in the game. Tile ids index `assets/generated/tilesets/overworld.png`, 16 per row. Coordinates are 1-based and local to the building: cell x=1..6, y=1..4; tile column c=1..12, tile row r=1..8. No terrain padding is included - edge rows and columns that were pure ground have been trimmed. ## Symbol grid ``` x1 x2 x3 x4 x5 x6 +-----+-----+-----+-----+-----+-----+ y1 | A B | C C | C C | C C | C C | D E | | F G | H H | H H | H H | H H | G I | +-----+-----+-----+-----+-----+-----+ y2 | F G | H H | H H | H H | H H | G I | | F J | K K | K K | K K | K K | L I | +-----+-----+-----+-----+-----+-----+ y3 | M N | O O | P Q | R P | O O | S T | | U P | P P | P P | P P | P P | P V | +-----+-----+-----+-----+-----+-----+ y4 | U O | O O | O O | O O | W X | O V | | Y Z | Z Z | Z Z | Z Z | * a | Z b | +-----+-----+-----+-----+-----+-----+ ``` ## Same grid, raw tile ids ``` x1 x2 x3 x4 x5 x6 +---------+---------+---------+---------+---------+---------+ y1 | 5 6 | 83 83 | 83 83 | 83 83 | 83 83 | 8 9 | | 21 56 | 18 18 | 18 18 | 18 18 | 18 18 | 56 25 | +---------+---------+---------+---------+---------+---------+ y2 | 21 56 | 18 18 | 18 18 | 18 18 | 18 18 | 56 25 | | 21 22 | 23 23 | 23 23 | 23 23 | 23 23 | 24 25 | +---------+---------+---------+---------+---------+---------+ y3 | 37 38 | 10 10 | 34 47 | 63 34 | 10 10 | 40 41 | | 15 34 | 34 34 | 34 34 | 34 34 | 34 34 | 34 31 | +---------+---------+---------+---------+---------+---------+ y4 | 15 10 | 10 10 | 10 10 | 10 10 | 11 12 | 10 31 | | 78 26 | 26 26 | 26 26 | 26 26 | 27 28 | 26 79 | +---------+---------+---------+---------+---------+---------+ ``` As a 1-based Lua array, `rows[r][c]`: ```lua local rows = { { 5, 6, 83, 83, 83, 83, 83, 83, 83, 83, 8, 9 }, -- r1 { 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 }, -- r2 { 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 }, -- r3 { 21, 22, 23, 23, 23, 23, 23, 23, 23, 23, 24, 25 }, -- r4 { 37, 38, 10, 10, 34, 47, 63, 34, 10, 10, 40, 41 }, -- r5 { 15, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 31 }, -- r6 { 15, 10, 10, 10, 10, 10, 10, 10, 11, 12, 10, 31 }, -- r7 { 78, 26, 26, 26, 26, 26, 26, 26, 27, 28, 26, 79 }, -- r8 } ``` ## Legend _Legend pending._ - `*` = tile 27, used 1x - `A` = tile 5, used 1x - `B` = tile 6, used 1x - `C` = tile 83, used 8x - `D` = tile 8, used 1x - `E` = tile 9, used 1x - `F` = tile 21, used 3x - `G` = tile 56, used 4x - `H` = tile 18, used 16x - `I` = tile 25, used 3x - `J` = tile 22, used 1x - `K` = tile 23, used 8x - `L` = tile 24, used 1x - `M` = tile 37, used 1x - `N` = tile 38, used 1x - `O` = tile 10, used 12x - `P` = tile 34, used 12x - `Q` = tile 47, used 1x - `R` = tile 63, used 1x - `S` = tile 40, used 1x - `T` = tile 41, used 1x - `U` = tile 15, used 2x - `V` = tile 31, used 2x - `W` = tile 11, used 1x - `X` = tile 12, used 1x - `Y` = tile 78, used 1x - `Z` = tile 26, used 8x - `a` = tile 28, used 1x - `b` = tile 79, used 1x ![distinct tiles](img/B10_atlas.png) ## Collision Cell walkability reads the **bottom-left 8px tile** of each cell (`src/world/Map.lua:6`): ``` y1 SOLID SOLID SOLID SOLID SOLID SOLID y2 SOLID SOLID SOLID SOLID SOLID SOLID y3 SOLID SOLID SOLID SOLID SOLID SOLID y4 SOLID SOLID SOLID SOLID DOOR SOLID ``` Enterable cell: (5,4). ## Silhouette 186 of the 6144 px inside the box are ground outside the black outline, so the 96x64 box is **not** a solid rectangle - a pixel-perfect cutout has to follow the outline. Terrain pixels by tile row: ``` r1 c1:48px, c2:16px, c11:16px, c12:48px r5 c1:5px, c12:5px r6 c1:8px, c12:8px r7 c1:8px, c12:8px r8 c1:8px, c12:8px ``` ## Where it stands | map | cell (x,y) | door | leads to | | --- | --- | --- | --- | | CINNABAR_ISLAND | (14,0) | (18,3) | `CINNABAR_GYM` | | PEWTER_CITY | (12,14) | (16,17) | `PEWTER_GYM` | | SAFFRON_CITY | (22,0) | (26,3) | `FIGHTING_DOJO` | | VERMILION_CITY | (8,16) | (12,19) | `VERMILION_GYM` | | VIRIDIAN_CITY | (28,4) | (32,7) | `VIRIDIAN_GYM` |