4.5 KiB
4.5 KiB
B10 - 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 | C C | C C | C C | C C | D E |
| F G | H H | H H | H H | H H | G I |
+-----+-----+-----+-----+-----+-----+
y2 | F G | H H | H H | H H | H H | G I |
| F J | K K | K K | K K | K K | L I |
+-----+-----+-----+-----+-----+-----+
y3 | M N | O O | P Q | R P | O O | S T |
| U P | P P | P P | P P | P P | P V |
+-----+-----+-----+-----+-----+-----+
y4 | U O | O O | O O | O O | W X | O V |
| Y Z | Z Z | Z Z | Z Z | * a | Z b |
+-----+-----+-----+-----+-----+-----+
Same grid, raw tile ids
x1 x2 x3 x4 x5 x6
+---------+---------+---------+---------+---------+---------+
y1 | 5 6 | 83 83 | 83 83 | 83 83 | 83 83 | 8 9 |
| 21 56 | 18 18 | 18 18 | 18 18 | 18 18 | 56 25 |
+---------+---------+---------+---------+---------+---------+
y2 | 21 56 | 18 18 | 18 18 | 18 18 | 18 18 | 56 25 |
| 21 22 | 23 23 | 23 23 | 23 23 | 23 23 | 24 25 |
+---------+---------+---------+---------+---------+---------+
y3 | 37 38 | 10 10 | 34 47 | 63 34 | 10 10 | 40 41 |
| 15 34 | 34 34 | 34 34 | 34 34 | 34 34 | 34 31 |
+---------+---------+---------+---------+---------+---------+
y4 | 15 10 | 10 10 | 10 10 | 10 10 | 11 12 | 10 31 |
| 78 26 | 26 26 | 26 26 | 26 26 | 27 28 | 26 79 |
+---------+---------+---------+---------+---------+---------+
As a 1-based Lua array, rows[r][c]:
local rows = {
{ 5, 6, 83, 83, 83, 83, 83, 83, 83, 83, 8, 9 }, -- r1
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 }, -- r2
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 }, -- r3
{ 21, 22, 23, 23, 23, 23, 23, 23, 23, 23, 24, 25 }, -- r4
{ 37, 38, 10, 10, 34, 47, 63, 34, 10, 10, 40, 41 }, -- r5
{ 15, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 31 }, -- r6
{ 15, 10, 10, 10, 10, 10, 10, 10, 11, 12, 10, 31 }, -- r7
{ 78, 26, 26, 26, 26, 26, 26, 26, 27, 28, 26, 79 }, -- r8
}
Legend
Legend pending.
*= tile 27, used 1xA= tile 5, used 1xB= tile 6, used 1xC= tile 83, used 8xD= tile 8, used 1xE= tile 9, used 1xF= tile 21, used 3xG= tile 56, used 4xH= tile 18, used 16xI= tile 25, used 3xJ= tile 22, used 1xK= tile 23, used 8xL= tile 24, used 1xM= tile 37, used 1xN= tile 38, used 1xO= tile 10, used 12xP= tile 34, used 12xQ= tile 47, used 1xR= tile 63, used 1xS= tile 40, used 1xT= tile 41, used 1xU= tile 15, used 2xV= tile 31, used 2xW= tile 11, used 1xX= tile 12, used 1xY= tile 78, used 1xZ= tile 26, used 8xa= tile 28, used 1xb= 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 SOLID SOLID DOOR SOLID
Enterable cell: (5,4).
Silhouette
186 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 c1:48px, c2:16px, c11:16px, c12:48px
r5 c1:5px, c12:5px
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 |
|---|---|---|---|
| CINNABAR_ISLAND | (14,0) | (18,3) | CINNABAR_GYM |
| PEWTER_CITY | (12,14) | (16,17) | PEWTER_GYM |
| SAFFRON_CITY | (22,0) | (26,3) | FIGHTING_DOJO |
| VERMILION_CITY | (8,16) | (12,19) | VERMILION_GYM |
| VIRIDIAN_CITY | (28,4) | (32,7) | VIRIDIAN_GYM |

