mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 10:00:50 +02:00
3.5 KiB
3.5 KiB
B07 - Unnamed building
OVERWORLD tileset, 4 x 3 cells (8 x 6 tiles of 8px, 64 x 48 px). Appears 7 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..3; tile column c=1..8, tile row r=1..6. 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 | C C | C C | D E |
| F G | H H | H H | I J |
+-----+-----+-----+-----+
y2 | K L | M N | M M | O P |
| Q H | H H | H H | H R |
+-----+-----+-----+-----+
y3 | S N | T U | M M | N V |
| W X | * Y | X X | X Z |
+-----+-----+-----+-----+
Same grid, raw tile ids
x1 x2 x3 x4
+---------+---------+---------+---------+
y1 | 5 6 | 7 7 | 7 7 | 8 9 |
| 21 22 | 23 23 | 23 23 | 24 25 |
+---------+---------+---------+---------+
y2 | 37 38 | 10 34 | 10 10 | 40 41 |
| 92 23 | 23 23 | 23 23 | 23 93 |
+---------+---------+---------+---------+
y3 | 15 34 | 11 12 | 10 10 | 34 31 |
| 78 26 | 27 28 | 26 26 | 26 79 |
+---------+---------+---------+---------+
As a 1-based Lua array, rows[r][c]:
local rows = {
{ 5, 6, 7, 7, 7, 7, 8, 9 }, -- r1
{ 21, 22, 23, 23, 23, 23, 24, 25 }, -- r2
{ 37, 38, 10, 34, 10, 10, 40, 41 }, -- r3
{ 92, 23, 23, 23, 23, 23, 23, 93 }, -- r4
{ 15, 34, 11, 12, 10, 10, 34, 31 }, -- r5
{ 78, 26, 27, 28, 26, 26, 26, 79 }, -- r6
}
Legend
Legend pending.
*= tile 27, used 1xA= tile 5, used 1xB= tile 6, used 1xC= tile 7, used 4xD= tile 8, used 1xE= tile 9, used 1xF= tile 21, used 1xG= tile 22, used 1xH= tile 23, used 10xI= tile 24, used 1xJ= tile 25, used 1xK= tile 37, used 1xL= tile 38, used 1xM= tile 10, used 5xN= tile 34, used 3xO= tile 40, used 1xP= tile 41, used 1xQ= tile 92, used 1xR= tile 93, used 1xS= tile 15, used 1xT= tile 11, used 1xU= tile 12, used 1xV= tile 31, used 1xW= tile 78, used 1xX= tile 26, used 4xY= tile 28, used 1xZ= 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
y2 SOLID SOLID SOLID SOLID
y3 SOLID DOOR SOLID SOLID
Enterable cell: (2,3).
Silhouette
218 of the 3072 px inside the box are ground outside the black outline, so the 64x48 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, c7:16px, c8:48px
r3 c1:5px, c8:5px
r4 c1:24px, c8:24px
r5 c1:8px, c8:8px
r6 c1:8px, c8:8px
Where it stands
| map | cell (x,y) | door | leads to |
|---|---|---|---|
| FUCHSIA_CITY | (26,25) | (27,27) | WARDENS_HOUSE |
| FUCHSIA_CITY | (30,25) | (31,27) | FUCHSIA_GOOD_ROD_HOUSE |
| PALLET_TOWN | (4,3) | (5,5) | REDS_HOUSE_1F |
| PALLET_TOWN | (12,3) | (13,5) | BLUES_HOUSE |
| ROUTE_25 | (44,1) | (45,3) | BILLS_HOUSE |
| SAFFRON_CITY | (6,3) | (7,5) | COPYCATS_HOUSE_1F |
| SAFFRON_CITY | (12,9) | (13,11) | SAFFRON_PIDGEY_HOUSE |

