109 lines
4.2 KiB
Markdown
109 lines
4.2 KiB
Markdown
# B30 - Unnamed building
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`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.
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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.
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## Symbol grid
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```
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x1 x2 x3 x4 x5 x6
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+-----+-----+-----+-----+-----+-----+
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y1 | A B | B B | B B | B B | B B | B C |
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| A D | D D | D D | D D | D D | D C |
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+-----+-----+-----+-----+-----+-----+
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y2 | A B | B B | B B | B B | B B | B C |
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| A D | D D | D D | D D | D D | D C |
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+-----+-----+-----+-----+-----+-----+
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y3 | A B | B B | B B | B B | B B | B C |
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| A D | D D | D D | D D | D D | D C |
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+-----+-----+-----+-----+-----+-----+
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y4 | A D | D D | D D | D D | D D | D C |
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| E F | F F | F F | F F | F F | F G |
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+-----+-----+-----+-----+-----+-----+
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```
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## Same grid, raw tile ids
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```
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x1 x2 x3 x4 x5 x6
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+---------+---------+---------+---------+---------+---------+
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y1 | 15 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 31 |
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| 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 |
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+---------+---------+---------+---------+---------+---------+
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y2 | 15 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 31 |
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| 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 |
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+---------+---------+---------+---------+---------+---------+
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y3 | 15 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 31 |
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| 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 |
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+---------+---------+---------+---------+---------+---------+
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y4 | 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 |
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| 78 26 | 26 26 | 26 26 | 26 26 | 26 26 | 26 79 |
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+---------+---------+---------+---------+---------+---------+
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```
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As a 1-based Lua array, `rows[r][c]`:
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```lua
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local rows = {
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{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 }, -- r1
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{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r2
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{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 }, -- r3
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{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r4
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{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 }, -- r5
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{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r6
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{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r7
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{ 78, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 79 }, -- r8
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}
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```
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## Legend
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_Legend pending._
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- `A` = tile 15, used 7x
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- `B` = tile 10, used 30x
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- `C` = tile 31, used 7x
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- `D` = tile 75, used 40x
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- `E` = tile 78, used 1x
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- `F` = tile 26, used 10x
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- `G` = tile 79, used 1x
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## Collision
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Cell walkability reads the **bottom-left 8px tile** of each cell (`src/world/Map.lua:6`):
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```
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y1 SOLID SOLID SOLID SOLID SOLID SOLID
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y2 SOLID SOLID SOLID SOLID SOLID SOLID
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y3 SOLID SOLID SOLID SOLID SOLID SOLID
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y4 SOLID SOLID SOLID SOLID SOLID SOLID
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```
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Every cell is solid - this building has no door of its own.
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## Silhouette
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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:
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```
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r1 c1:24px, c12:24px
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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
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r3 c1:24px, c12:24px
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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
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r5 c1:24px, c12:24px
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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
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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
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r8 c1:8px, c12:8px
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```
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## Where it stands
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| map | cell (x,y) | door | leads to |
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| --- | --- | --- | --- |
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| LAVENDER_TOWN | (12,0) | - | scenery, no entrance |
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