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DramaticShapeVoxelMod/assets/docs/buildings/B06-unnamed-building.md
DramaticShape 702d8049f0 initial commit
2026-07-26 16:43:53 -04:00

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B06 - Unnamed building

Unnamed building

OVERWORLD tileset, 4 x 4 cells (8 x 8 tiles of 8px, 64 x 64 px). Appears 8 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..4, y=1..4; tile column c=1..8, 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 
      +-----+-----+-----+-----+
   y1 | A B | B B | B B | B C |
      | D E | E E | E E | E D |
      +-----+-----+-----+-----+
   y2 | D E | E E | E E | E D |
      | F G | G G | G G | G H |
      +-----+-----+-----+-----+
   y3 | I J | J J | J J | J K |
      | I L | L L | L L | L K |
      +-----+-----+-----+-----+
   y4 | I L | M N | O P | L K |
      | Q R | * S | T T | R U |
      +-----+-----+-----+-----+

Same grid, raw tile ids

            x1       x2       x3       x4   
      +---------+---------+---------+---------+
   y1 |  76  83 |  83  83 |  83  83 |  83  77 |
      |  90  18 |  18  18 |  18  18 |  18  90 |
      +---------+---------+---------+---------+
   y2 |  90  18 |  18  18 |  18  18 |  18  90 |
      |  92  23 |  23  23 |  23  23 |  23  93 |
      +---------+---------+---------+---------+
   y3 |  15  10 |  10  10 |  10  10 |  10  31 |
      |  15  75 |  75  75 |  75  75 |  75  31 |
      +---------+---------+---------+---------+
   y4 |  15  75 |  11  12 |  68  69 |  75  31 |
      |  78  26 |  27  28 |  74  74 |  26  79 |
      +---------+---------+---------+---------+

As a 1-based Lua array, rows[r][c]:

local rows = {
  {  76,  83,  83,  83,  83,  83,  83,  77 },  -- r1
  {  90,  18,  18,  18,  18,  18,  18,  90 },  -- r2
  {  90,  18,  18,  18,  18,  18,  18,  90 },  -- r3
  {  92,  23,  23,  23,  23,  23,  23,  93 },  -- r4
  {  15,  10,  10,  10,  10,  10,  10,  31 },  -- r5
  {  15,  75,  75,  75,  75,  75,  75,  31 },  -- r6
  {  15,  75,  11,  12,  68,  69,  75,  31 },  -- r7
  {  78,  26,  27,  28,  74,  74,  26,  79 },  -- r8
}

Legend

Legend pending.

  • * = tile 27, used 1x
  • A = tile 76, used 1x
  • B = tile 83, used 6x
  • C = tile 77, used 1x
  • D = tile 90, used 4x
  • E = tile 18, used 12x
  • F = tile 92, used 1x
  • G = tile 23, used 6x
  • H = tile 93, used 1x
  • I = tile 15, used 3x
  • J = tile 10, used 6x
  • K = tile 31, used 3x
  • L = tile 75, used 8x
  • M = tile 11, used 1x
  • N = tile 12, used 1x
  • O = tile 68, used 1x
  • P = tile 69, used 1x
  • Q = tile 78, used 1x
  • R = tile 26, used 2x
  • S = tile 28, used 1x
  • T = tile 74, used 2x
  • U = 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
    y2   SOLID  SOLID  SOLID  SOLID
    y3   SOLID  SOLID  SOLID  SOLID
    y4   SOLID  DOOR   SOLID  SOLID

Enterable cell: (2,4).

Silhouette

258 of the 4096 px inside the box are ground outside the black outline, so the 64x64 box is not a solid rectangle - a pixel-perfect cutout has to follow the outline. Terrain pixels by tile row:

    r1   c1:25px, c8:25px
    r2   c1:24px, c8:24px
    r3   c1:24px, c8:24px
    r4   c1:24px, c8:24px
    r5   c1:8px, c8:8px
    r6   c1:8px, c8:8px
    r7   c1:8px, c8:8px
    r8   c1:8px, c8:8px

Where it stands

map cell (x,y) door leads to
CERULEAN_CITY (24,22) (25,25) CERULEAN_MART
CINNABAR_ISLAND (14,8) (15,11) CINNABAR_MART
FUCHSIA_CITY (4,10) (5,13) FUCHSIA_MART
LAVENDER_TOWN (14,10) (15,13) LAVENDER_MART
PEWTER_CITY (22,14) (23,17) PEWTER_MART
SAFFRON_CITY (24,8) (25,11) SAFFRON_MART
VERMILION_CITY (22,10) (23,13) VERMILION_MART
VIRIDIAN_CITY (28,16) (29,19) VIRIDIAN_MART