4.2 KiB
B13 - Unnamed building
OVERWORLD tileset, 6 x 4 cells (12 x 8 tiles of 8px, 96 x 64 px). Appears 4 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 | 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 | J J | J J | J J | J K |
| I L | L L | L L | L L | L L | L K |
+-----+-----+-----+-----+-----+-----+
y4 | I L | L L | L L | L L | L L | L K |
| M N | N N | N N | N N | N N | N O |
+-----+-----+-----+-----+-----+-----+
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 | 10 10 | 10 10 | 10 10 | 10 31 |
| 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 |
+---------+---------+---------+---------+---------+---------+
y4 | 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 |
| 78 26 | 26 26 | 26 26 | 26 26 | 26 26 | 26 79 |
+---------+---------+---------+---------+---------+---------+
As a 1-based Lua array, rows[r][c]:
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, 10, 10, 10, 10, 10, 10, 10, 31 }, -- r5
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r6
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r7
{ 78, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 79 }, -- r8
}
Legend
Legend pending.
A= tile 76, used 1xB= tile 83, used 10xC= tile 77, used 1xD= tile 90, used 4xE= tile 18, used 20xF= tile 92, used 1xG= tile 23, used 10xH= tile 93, used 1xI= tile 15, used 3xJ= tile 10, used 10xK= tile 31, used 3xL= tile 75, used 20xM= tile 78, used 1xN= tile 26, used 10xO= tile 79, used 1x
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 SOLID SOLID
Every cell is solid - this building has no door of its own.
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 |
|---|---|---|---|
| ROUTE_15 | (8,6) | - | scenery, no entrance |
| ROUTE_16 | (18,2) | - | scenery, no entrance |
| ROUTE_7 | (12,8) | - | scenery, no entrance |
| ROUTE_8 | (2,8) | - | scenery, no entrance |

