# B29 - Unnamed building ![Unnamed building](img/B29_x6.png) `OVERWORLD` tileset, **6 x 4 cells** (12 x 8 tiles of 8px, 96 x 64 px). Appears **1 time** 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 | B B | B B | B B | B B | B C | | D E | E E | E E | E E | E E | E D | +-----+-----+-----+-----+-----+-----+ y2 | D E | E E | E E | E E | E E | E D | | F G | G G | G G | G G | G G | G H | +-----+-----+-----+-----+-----+-----+ y3 | I J | J J | K L | M K | J J | J N | | I O | O O | K K | K K | O O | O N | +-----+-----+-----+-----+-----+-----+ y4 | I O | P Q | J J | J J | O O | O N | | R S | * T | S S | S S | S S | S U | +-----+-----+-----+-----+-----+-----+ ``` ## Same grid, raw tile ids ``` x1 x2 x3 x4 x5 x6 +---------+---------+---------+---------+---------+---------+ y1 | 76 83 | 83 83 | 83 83 | 83 83 | 83 83 | 83 77 | | 90 18 | 18 18 | 18 18 | 18 18 | 18 18 | 18 90 | +---------+---------+---------+---------+---------+---------+ y2 | 90 18 | 18 18 | 18 18 | 18 18 | 18 18 | 18 90 | | 92 23 | 23 23 | 23 23 | 23 23 | 23 23 | 23 93 | +---------+---------+---------+---------+---------+---------+ y3 | 15 10 | 10 10 | 34 47 | 63 34 | 10 10 | 10 31 | | 15 75 | 75 75 | 34 34 | 34 34 | 75 75 | 75 31 | +---------+---------+---------+---------+---------+---------+ y4 | 15 75 | 11 12 | 10 10 | 10 10 | 75 75 | 75 31 | | 78 26 | 27 28 | 26 26 | 26 26 | 26 26 | 26 79 | +---------+---------+---------+---------+---------+---------+ ``` As a 1-based Lua array, `rows[r][c]`: ```lua local rows = { { 76, 83, 83, 83, 83, 83, 83, 83, 83, 83, 83, 77 }, -- r1 { 90, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 90 }, -- r2 { 90, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 90 }, -- r3 { 92, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 93 }, -- r4 { 15, 10, 10, 10, 34, 47, 63, 34, 10, 10, 10, 31 }, -- r5 { 15, 75, 75, 75, 34, 34, 34, 34, 75, 75, 75, 31 }, -- r6 { 15, 75, 11, 12, 10, 10, 10, 10, 75, 75, 75, 31 }, -- r7 { 78, 26, 27, 28, 26, 26, 26, 26, 26, 26, 26, 79 }, -- r8 } ``` ## Legend _Legend pending._ - `*` = tile 27, used 1x - `A` = tile 76, used 1x - `B` = tile 83, used 10x - `C` = tile 77, used 1x - `D` = tile 90, used 4x - `E` = tile 18, used 20x - `F` = tile 92, used 1x - `G` = tile 23, used 10x - `H` = tile 93, used 1x - `I` = tile 15, used 3x - `J` = tile 10, used 10x - `K` = tile 34, used 6x - `L` = tile 47, used 1x - `M` = tile 63, used 1x - `N` = tile 31, used 3x - `O` = tile 75, used 10x - `P` = tile 11, used 1x - `Q` = tile 12, used 1x - `R` = tile 78, used 1x - `S` = tile 26, used 8x - `T` = tile 28, used 1x - `U` = tile 79, used 1x ![distinct tiles](img/B29_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 DOOR SOLID SOLID SOLID SOLID ``` Enterable cell: (2,4). ## Silhouette 258 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 c1:25px, c12:25px r2 c1:24px, c12:24px r3 c1:24px, c12:24px r4 c1:24px, c12:24px r5 c1:8px, c12:8px 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 | | --- | --- | --- | --- | | FUCHSIA_CITY | (4,24) | (5,27) | `FUCHSIA_GYM` |