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DramaticShape 702d8049f0 initial commit
2026-07-26 16:43:53 -04:00

4.2 KiB

B30 - Unnamed building

Unnamed building

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 |
      | A D | D D | D D | D D | D D | D C |
      +-----+-----+-----+-----+-----+-----+
   y2 | A B | B B | B B | B B | B B | B C |
      | A D | D D | D D | D D | D D | D C |
      +-----+-----+-----+-----+-----+-----+
   y3 | A B | B B | B B | B B | B B | B C |
      | A D | D D | D D | D D | D D | D C |
      +-----+-----+-----+-----+-----+-----+
   y4 | A D | D D | D D | D D | D D | D C |
      | E F | F F | F F | F F | F F | F G |
      +-----+-----+-----+-----+-----+-----+

Same grid, raw tile ids

            x1       x2       x3       x4       x5       x6   
      +---------+---------+---------+---------+---------+---------+
   y1 |  15  10 |  10  10 |  10  10 |  10  10 |  10  10 |  10  31 |
      |  15  75 |  75  75 |  75  75 |  75  75 |  75  75 |  75  31 |
      +---------+---------+---------+---------+---------+---------+
   y2 |  15  10 |  10  10 |  10  10 |  10  10 |  10  10 |  10  31 |
      |  15  75 |  75  75 |  75  75 |  75  75 |  75  75 |  75  31 |
      +---------+---------+---------+---------+---------+---------+
   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 = {
  {  15,  10,  10,  10,  10,  10,  10,  10,  10,  10,  10,  31 },  -- r1
  {  15,  75,  75,  75,  75,  75,  75,  75,  75,  75,  75,  31 },  -- r2
  {  15,  10,  10,  10,  10,  10,  10,  10,  10,  10,  10,  31 },  -- r3
  {  15,  75,  75,  75,  75,  75,  75,  75,  75,  75,  75,  31 },  -- 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 15, used 7x
  • B = tile 10, used 30x
  • C = tile 31, used 7x
  • D = tile 75, used 40x
  • E = tile 78, used 1x
  • F = tile 26, used 10x
  • G = tile 79, used 1x

distinct tiles

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

1552 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   c1:24px, c12:24px
    r2   c1:24px, c2:30px, c3:30px, c4:30px, c5:30px, c6:30px, c7:30px, c8:30px, c9:30px, c10:30px, c11:30px, c12:24px
    r3   c1:24px, c12:24px
    r4   c1:24px, c2:30px, c3:30px, c4:30px, c5:30px, c6:30px, c7:30px, c8:30px, c9:30px, c10:30px, c11:30px, c12:24px
    r5   c1:24px, c12:24px
    r6   c1:24px, c2:30px, c3:30px, c4:30px, c5:30px, c6:30px, c7:30px, c8:30px, c9:30px, c10:30px, c11:30px, c12:24px
    r7   c1:24px, c2:30px, c3:30px, c4:30px, c5:30px, c6:30px, c7:30px, c8:30px, c9:30px, c10:30px, c11:30px, c12:24px
    r8   c1:8px, c12:8px

Where it stands

map cell (x,y) door leads to
LAVENDER_TOWN (12,0) - scenery, no entrance