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DramaticShapeVoxelMod/assets/docs/buildings/B04-unnamed-building.md
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DramaticShape 702d8049f0 initial commit
2026-07-26 16:43:53 -04:00

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B04 - Unnamed building

Unnamed building

OVERWORLD tileset, 4 x 2 cells (8 x 4 tiles of 8px, 64 x 32 px). Appears 12 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..2; tile column c=1..8, tile row r=1..4. 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 | O O | P Q |
      | R S | * T | S S | S U |
      +-----+-----+-----+-----+

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 |  11  12 |  10  10 |  40  41 |
      |  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,  11,  12,  10,  10,  40,  41 },  -- r3
  {  78,  26,  27,  28,  26,  26,  26,  79 },  -- r4
}

Legend

Legend pending.

  • * = tile 27, used 1x
  • A = tile 5, used 1x
  • B = tile 6, used 1x
  • C = tile 7, used 4x
  • D = tile 8, used 1x
  • E = tile 9, used 1x
  • F = tile 21, used 1x
  • G = tile 22, used 1x
  • H = tile 23, used 4x
  • I = tile 24, used 1x
  • J = tile 25, used 1x
  • K = tile 37, used 1x
  • L = tile 38, used 1x
  • M = tile 11, used 1x
  • N = tile 12, used 1x
  • O = tile 10, used 2x
  • P = tile 40, used 1x
  • Q = tile 41, used 1x
  • R = tile 78, used 1x
  • S = tile 26, used 4x
  • T = tile 28, used 1x
  • 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  DOOR   SOLID  SOLID

Enterable cell: (2,2).

Silhouette

154 of the 2048 px inside the box are ground outside the black outline, so the 64x32 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   c1:8px, c8:8px

Where it stands

map cell (x,y) door leads to
FUCHSIA_CITY (10,26) (11,27) FUCHSIA_BILLS_GRANDPAS_HOUSE
LAVENDER_TOWN (6,8) (7,9) MR_FUJIS_HOUSE
LAVENDER_TOWN (2,12) (3,13) LAVENDER_CUBONE_HOUSE
LAVENDER_TOWN (6,12) (7,13) NAME_RATERS_HOUSE
PEWTER_CITY (28,12) (29,13) PEWTER_NIDORAN_HOUSE
PEWTER_CITY (6,28) (7,29) PEWTER_SPEECH_HOUSE
ROUTE_12 (10,76) (11,77) ROUTE_12_SUPER_ROD_HOUSE
ROUTE_16 (6,4) (7,5) ROUTE_16_FLY_HOUSE
ROUTE_2 (14,18) (15,19) ROUTE_2_TRADE_HOUSE
ROUTE_8 (12,2) (13,3) UNDERGROUND_PATH_ROUTE_8
VIRIDIAN_CITY (20,8) (21,9) VIRIDIAN_NICKNAME_HOUSE
VIRIDIAN_CITY (20,14) (21,15) VIRIDIAN_SCHOOL_HOUSE