131 lines
4.1 KiB
Markdown
131 lines
4.1 KiB
Markdown
# B02 - Unnamed building
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`OVERWORLD` tileset, **4 x 4 cells** (8 x 8 tiles of 8px, 64 x 64 px). Appears **15 times** 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..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.
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## Symbol grid
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```
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x1 x2 x3 x4
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+-----+-----+-----+-----+
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y1 | A B | B B | B B | B C |
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| D E | E E | E E | E D |
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+-----+-----+-----+-----+
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y2 | D E | E E | E E | E D |
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| F G | G G | G G | G H |
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+-----+-----+-----+-----+
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y3 | I J | J J | J J | J K |
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| I L | L L | L L | L K |
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+-----+-----+-----+-----+
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y4 | I L | L L | L L | L K |
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| M N | N N | N N | N O |
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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
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+---------+---------+---------+---------+
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y1 | 76 83 | 83 83 | 83 83 | 83 77 |
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| 90 18 | 18 18 | 18 18 | 18 90 |
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+---------+---------+---------+---------+
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y2 | 90 18 | 18 18 | 18 18 | 18 90 |
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| 92 23 | 23 23 | 23 23 | 23 93 |
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+---------+---------+---------+---------+
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y3 | 15 10 | 10 10 | 10 10 | 10 31 |
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| 15 75 | 75 75 | 75 75 | 75 31 |
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+---------+---------+---------+---------+
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y4 | 15 75 | 75 75 | 75 75 | 75 31 |
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| 78 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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{ 76, 83, 83, 83, 83, 83, 83, 77 }, -- r1
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{ 90, 18, 18, 18, 18, 18, 18, 90 }, -- r2
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{ 90, 18, 18, 18, 18, 18, 18, 90 }, -- r3
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{ 92, 23, 23, 23, 23, 23, 23, 93 }, -- r4
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{ 15, 10, 10, 10, 10, 10, 10, 31 }, -- r5
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{ 15, 75, 75, 75, 75, 75, 75, 31 }, -- r6
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{ 15, 75, 75, 75, 75, 75, 75, 31 }, -- r7
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{ 78, 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 76, used 1x
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- `B` = tile 83, used 6x
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- `C` = tile 77, used 1x
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- `D` = tile 90, used 4x
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- `E` = tile 18, used 12x
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- `F` = tile 92, used 1x
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- `G` = tile 23, used 6x
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- `H` = tile 93, used 1x
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- `I` = tile 15, used 3x
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- `J` = tile 10, used 6x
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- `K` = tile 31, used 3x
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- `L` = tile 75, used 12x
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- `M` = tile 78, used 1x
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- `N` = tile 26, used 6x
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- `O` = 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
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y2 SOLID SOLID SOLID SOLID
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y3 SOLID SOLID SOLID SOLID
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y4 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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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:
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```
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r1 c1:25px, c8:25px
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r2 c1:24px, c8:24px
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r3 c1:24px, c8:24px
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r4 c1:24px, c8:24px
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r5 c1:8px, c8:8px
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r6 c1:8px, c8:8px
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r7 c1:8px, c8:8px
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r8 c1:8px, c8:8px
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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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| CELADON_CITY | (28,6) | - | scenery, no entrance |
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| CELADON_CITY | (32,6) | - | scenery, no entrance |
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| CELADON_CITY | (36,6) | - | scenery, no entrance |
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| CELADON_CITY | (38,16) | (39,19) | `CELADON_MART_5F` |
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| CELADON_CITY | (42,16) | - | scenery, no entrance |
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| CELADON_CITY | (2,24) | - | scenery, no entrance |
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| CELADON_CITY | (14,24) | - | scenery, no entrance |
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| CELADON_CITY | (18,24) | - | scenery, no entrance |
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| CELADON_CITY | (26,24) | - | scenery, no entrance |
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| CELADON_CITY | (38,24) | - | scenery, no entrance |
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| CELADON_CITY | (18,28) | - | scenery, no entrance |
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| SAFFRON_CITY | (0,32) | - | scenery, no entrance |
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| SAFFRON_CITY | (36,32) | - | scenery, no entrance |
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| VERMILION_CITY | (14,0) | - | scenery, no entrance |
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| VERMILION_CITY | (20,0) | - | scenery, no entrance |
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