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DramaticShapeVoxelMod/assets/docs/buildings/B16-unnamed-building.md
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DramaticShape 702d8049f0 initial commit
2026-07-26 16:43:53 -04:00

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B16 - Unnamed building

Unnamed building

OVERWORLD tileset, 8 x 4 cells (16 x 8 tiles of 8px, 128 x 64 px). Appears 3 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..8, y=1..4; tile column c=1..16, 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   x7   x8 
      +-----+-----+-----+-----+-----+-----+-----+-----+
   y1 | A B | C C | C C | C C | C C | C C | C C | D E |
      | F G | H H | H H | H H | H H | H H | H H | G I |
      +-----+-----+-----+-----+-----+-----+-----+-----+
   y2 | F G | H H | H H | H H | H H | H H | H H | G I |
      | F J | K K | K K | K K | K K | K K | K K | L I |
      +-----+-----+-----+-----+-----+-----+-----+-----+
   y3 | M N | O O | P Q | R P | P Q | R P | O O | S T |
      | U P | P P | P P | P P | P P | P P | P P | P V |
      +-----+-----+-----+-----+-----+-----+-----+-----+
   y4 | U O | O O | O O | O O | O O | O O | W X | O V |
      | Y Z | Z Z | Z Z | Z Z | Z Z | Z Z | * a | Z b |
      +-----+-----+-----+-----+-----+-----+-----+-----+

Same grid, raw tile ids

            x1       x2       x3       x4       x5       x6       x7       x8   
      +---------+---------+---------+---------+---------+---------+---------+---------+
   y1 |   5   6 |  83  83 |  83  83 |  83  83 |  83  83 |  83  83 |  83  83 |   8   9 |
      |  21  56 |  18  18 |  18  18 |  18  18 |  18  18 |  18  18 |  18  18 |  56  25 |
      +---------+---------+---------+---------+---------+---------+---------+---------+
   y2 |  21  56 |  18  18 |  18  18 |  18  18 |  18  18 |  18  18 |  18  18 |  56  25 |
      |  21  22 |  23  23 |  23  23 |  23  23 |  23  23 |  23  23 |  23  23 |  24  25 |
      +---------+---------+---------+---------+---------+---------+---------+---------+
   y3 |  37  38 |  10  10 |  34  47 |  63  34 |  34  47 |  63  34 |  10  10 |  40  41 |
      |  15  34 |  34  34 |  34  34 |  34  34 |  34  34 |  34  34 |  34  34 |  34  31 |
      +---------+---------+---------+---------+---------+---------+---------+---------+
   y4 |  15  10 |  10  10 |  10  10 |  10  10 |  10  10 |  10  10 |  11  12 |  10  31 |
      |  78  26 |  26  26 |  26  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,  83,  83,  83,  83,   8,   9 },  -- r1
  {  21,  56,  18,  18,  18,  18,  18,  18,  18,  18,  18,  18,  18,  18,  56,  25 },  -- r2
  {  21,  56,  18,  18,  18,  18,  18,  18,  18,  18,  18,  18,  18,  18,  56,  25 },  -- r3
  {  21,  22,  23,  23,  23,  23,  23,  23,  23,  23,  23,  23,  23,  23,  24,  25 },  -- r4
  {  37,  38,  10,  10,  34,  47,  63,  34,  34,  47,  63,  34,  10,  10,  40,  41 },  -- r5
  {  15,  34,  34,  34,  34,  34,  34,  34,  34,  34,  34,  34,  34,  34,  34,  31 },  -- r6
  {  15,  10,  10,  10,  10,  10,  10,  10,  10,  10,  10,  10,  11,  12,  10,  31 },  -- r7
  {  78,  26,  26,  26,  26,  26,  26,  26,  26,  26,  26,  26,  27,  28,  26,  79 },  -- r8
}

Legend

Legend pending.

  • * = tile 27, used 1x
  • A = tile 5, used 1x
  • B = tile 6, used 1x
  • C = tile 83, used 12x
  • D = tile 8, used 1x
  • E = tile 9, used 1x
  • F = tile 21, used 3x
  • G = tile 56, used 4x
  • H = tile 18, used 24x
  • I = tile 25, used 3x
  • J = tile 22, used 1x
  • K = tile 23, used 12x
  • L = tile 24, used 1x
  • M = tile 37, used 1x
  • N = tile 38, used 1x
  • O = tile 10, used 16x
  • P = tile 34, used 18x
  • Q = tile 47, used 2x
  • R = tile 63, used 2x
  • S = tile 40, used 1x
  • T = tile 41, used 1x
  • U = tile 15, used 2x
  • V = tile 31, used 2x
  • W = tile 11, used 1x
  • X = tile 12, used 1x
  • Y = tile 78, used 1x
  • Z = tile 26, used 12x
  • a = tile 28, used 1x
  • b = 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  SOLID  SOLID  SOLID  SOLID
    y2   SOLID  SOLID  SOLID  SOLID  SOLID  SOLID  SOLID  SOLID
    y3   SOLID  SOLID  SOLID  SOLID  SOLID  SOLID  SOLID  SOLID
    y4   SOLID  SOLID  SOLID  SOLID  SOLID  SOLID  DOOR   SOLID

Enterable cell: (7,4).

Silhouette

186 of the 8192 px inside the box are ground outside the black outline, so the 128x64 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, c15:16px, c16:48px
    r5   c1:5px, c16:5px
    r6   c1:8px, c16:8px
    r7   c1:8px, c16:8px
    r8   c1:8px, c16:8px

Where it stands

map cell (x,y) door leads to
CELADON_CITY (6,24) (12,27) CELADON_GYM
CERULEAN_CITY (24,16) (30,19) CERULEAN_GYM
SAFFRON_CITY (28,0) (34,3) SAFFRON_GYM