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4.3 KiB
4.3 KiB
B09 - Unnamed building
OVERWORLD tileset, 6 x 4 cells (12 x 8 tiles of 8px, 96 x 64 px). Appears 5 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 K | K J | J J | J L |
| I K | K K | K K | K K | K K | K L |
+-----+-----+-----+-----+-----+-----+
y4 | I K | K K | M N | J J | K K | K L |
| O P | P P | * Q | P P | P P | P R |
+-----+-----+-----+-----+-----+-----+
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 75 | 75 10 | 10 10 | 10 31 |
| 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 |
+---------+---------+---------+---------+---------+---------+
y4 | 15 75 | 75 75 | 11 12 | 10 10 | 75 75 | 75 31 |
| 78 26 | 26 26 | 27 28 | 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, 75, 75, 10, 10, 10, 10, 31 }, -- r5
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r6
{ 15, 75, 75, 75, 11, 12, 10, 10, 75, 75, 75, 31 }, -- r7
{ 78, 26, 26, 26, 27, 28, 26, 26, 26, 26, 26, 79 }, -- r8
}
Legend
Legend pending.
*= tile 27, used 1xA= 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 75, used 18xL= tile 31, used 3xM= tile 11, used 1xN= tile 12, used 1xO= tile 78, used 1xP= tile 26, used 8xQ= tile 28, used 1xR= 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 DOOR SOLID SOLID SOLID
Enterable cell: (3,4).
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 |
|---|---|---|---|
| CELADON_CITY | (26,16) | (28,19) | GAME_CORNER |
| CINNABAR_ISLAND | (4,0) | (6,3) | POKEMON_MANSION_1F |
| CINNABAR_ISLAND | (4,6) | (6,9) | CINNABAR_LAB |
| FUCHSIA_CITY | (16,0) | (18,3) | SAFARI_ZONE_GATE |
| FUCHSIA_CITY | (20,10) | (22,13) | FUCHSIA_MEETING_ROOM |

