10 KiB
10 KiB
B20 - Unnamed building
OVERWORLD tileset, 8 x 12 cells (16 x 24 tiles of 8px, 128 x 192 px). Appears 1 time 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..12; tile column c=1..16, tile row r=1..24. 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 | B B | B B | B B | B B | B B | B B | B C |
| D E | E E | E E | E E | E E | E E | E E | E D |
+-----+-----+-----+-----+-----+-----+-----+-----+
y2 | D E | E E | E E | E E | E E | E E | E E | E D |
| F G | G G | G G | G G | G G | G G | G G | G H |
+-----+-----+-----+-----+-----+-----+-----+-----+
y3 | I J | J J | J J | J J | J J | J J | J J | J K |
| I L | L L | L L | L L | L L | L L | L L | L K |
+-----+-----+-----+-----+-----+-----+-----+-----+
y4 | I J | J J | J J | J J | J J | J J | J J | J K |
| I L | L L | L L | L L | L L | L L | L L | L K |
+-----+-----+-----+-----+-----+-----+-----+-----+
y5 | I J | J J | J J | J J | J J | J J | J J | J K |
| I L | L L | L L | L L | L L | L L | L L | L K |
+-----+-----+-----+-----+-----+-----+-----+-----+
y6 | I J | J J | J J | J J | J J | J J | J J | J K |
| I L | L L | L L | L L | L L | L L | L L | L K |
+-----+-----+-----+-----+-----+-----+-----+-----+
y7 | I J | J J | J J | J J | J J | J J | J J | J K |
| I L | L L | L L | L L | L L | L L | L L | L K |
+-----+-----+-----+-----+-----+-----+-----+-----+
y8 | I J | J J | J J | J J | J J | J J | J J | J K |
| I L | L L | L L | L L | L L | L L | L L | L K |
+-----+-----+-----+-----+-----+-----+-----+-----+
y9 | I J | J J | J J | J J | J J | J J | J J | J K |
| I L | L L | L L | L L | L L | L L | L L | L K |
+-----+-----+-----+-----+-----+-----+-----+-----+
y10 | I J | J J | J J | J J | J J | J J | J J | J K |
| I L | L L | L L | L L | L L | L L | L L | L K |
+-----+-----+-----+-----+-----+-----+-----+-----+
y11 | I J | J J | J L | L J | J J | J J | J J | J K |
| I L | L L | L L | L L | L L | L L | L L | L K |
+-----+-----+-----+-----+-----+-----+-----+-----+
y12 | I L | L L | M N | J J | L L | L L | L L | L K |
| O P | P P | * Q | P P | P P | P P | P P | P R |
+-----+-----+-----+-----+-----+-----+-----+-----+
Same grid, raw tile ids
x1 x2 x3 x4 x5 x6 x7 x8
+---------+---------+---------+---------+---------+---------+---------+---------+
y1 | 76 83 | 83 83 | 83 83 | 83 83 | 83 83 | 83 83 | 83 83 | 83 77 |
| 90 18 | 18 18 | 18 18 | 18 18 | 18 18 | 18 18 | 18 18 | 18 90 |
+---------+---------+---------+---------+---------+---------+---------+---------+
y2 | 90 18 | 18 18 | 18 18 | 18 18 | 18 18 | 18 18 | 18 18 | 18 90 |
| 92 23 | 23 23 | 23 23 | 23 23 | 23 23 | 23 23 | 23 23 | 23 93 |
+---------+---------+---------+---------+---------+---------+---------+---------+
y3 | 15 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 31 |
| 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 |
+---------+---------+---------+---------+---------+---------+---------+---------+
y4 | 15 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 31 |
| 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 |
+---------+---------+---------+---------+---------+---------+---------+---------+
y5 | 15 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 31 |
| 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 |
+---------+---------+---------+---------+---------+---------+---------+---------+
y6 | 15 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 31 |
| 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 |
+---------+---------+---------+---------+---------+---------+---------+---------+
y7 | 15 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 31 |
| 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 |
+---------+---------+---------+---------+---------+---------+---------+---------+
y8 | 15 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 31 |
| 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 |
+---------+---------+---------+---------+---------+---------+---------+---------+
y9 | 15 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 31 |
| 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 |
+---------+---------+---------+---------+---------+---------+---------+---------+
y10 | 15 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 31 |
| 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 |
+---------+---------+---------+---------+---------+---------+---------+---------+
y11 | 15 10 | 10 10 | 10 75 | 75 10 | 10 10 | 10 10 | 10 10 | 10 31 |
| 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 |
+---------+---------+---------+---------+---------+---------+---------+---------+
y12 | 15 75 | 75 75 | 11 12 | 10 10 | 75 75 | 75 75 | 75 75 | 75 31 |
| 78 26 | 26 26 | 27 28 | 26 26 | 26 26 | 26 26 | 26 26 | 26 79 |
+---------+---------+---------+---------+---------+---------+---------+---------+
As a 1-based Lua array, rows[r][c]:
local rows = {
{ 76, 83, 83, 83, 83, 83, 83, 83, 83, 83, 83, 83, 83, 83, 83, 77 }, -- r1
{ 90, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 90 }, -- r2
{ 90, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 90 }, -- r3
{ 92, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 93 }, -- r4
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 }, -- r5
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r6
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 }, -- r7
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r8
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 }, -- r9
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r10
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 }, -- r11
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r12
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 }, -- r13
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r14
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 }, -- r15
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r16
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 }, -- r17
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r18
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 }, -- r19
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r20
{ 15, 10, 10, 10, 10, 75, 75, 10, 10, 10, 10, 10, 10, 10, 10, 31 }, -- r21
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r22
{ 15, 75, 75, 75, 11, 12, 10, 10, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r23
{ 78, 26, 26, 26, 27, 28, 26, 26, 26, 26, 26, 26, 26, 26, 26, 79 }, -- r24
}
Legend
Legend pending.
*= tile 27, used 1xA= tile 76, used 1xB= tile 83, used 14xC= tile 77, used 1xD= tile 90, used 4xE= tile 18, used 28xF= tile 92, used 1xG= tile 23, used 14xH= tile 93, used 1xI= tile 15, used 19xJ= tile 10, used 126xK= tile 31, used 19xL= tile 75, used 138xM= tile 11, used 1xN= tile 12, used 1xO= tile 78, used 1xP= tile 26, used 12xQ= tile 28, used 1xR= 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 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 SOLID SOLID
y5 SOLID SOLID SOLID SOLID SOLID SOLID SOLID SOLID
y6 SOLID SOLID SOLID SOLID SOLID SOLID SOLID SOLID
y7 SOLID SOLID SOLID SOLID SOLID SOLID SOLID SOLID
y8 SOLID SOLID SOLID SOLID SOLID SOLID SOLID SOLID
y9 SOLID SOLID SOLID SOLID SOLID SOLID SOLID SOLID
y10 SOLID SOLID SOLID SOLID SOLID SOLID SOLID SOLID
y11 SOLID SOLID SOLID SOLID SOLID SOLID SOLID SOLID
y12 SOLID SOLID DOOR SOLID SOLID SOLID SOLID SOLID
Enterable cell: (3,12).
Silhouette
514 of the 24576 px inside the box are ground outside the black outline, so the 128x192 box is not a solid rectangle - a pixel-perfect cutout has to follow the outline. Terrain pixels by tile row:
r1 c1:25px, c16:25px
r2 c1:24px, c16:24px
r3 c1:24px, c16:24px
r4 c1:24px, c16:24px
r5 c1:8px, c16:8px
r6 c1:8px, c16:8px
r7 c1:8px, c16:8px
r8 c1:8px, c16:8px
r9 c1:8px, c16:8px
r10 c1:8px, c16:8px
r11 c1:8px, c16:8px
r12 c1:8px, c16:8px
r13 c1:8px, c16:8px
r14 c1:8px, c16:8px
r15 c1:8px, c16:8px
r16 c1:8px, c16:8px
r17 c1:8px, c16:8px
r18 c1:8px, c16:8px
r19 c1:8px, c16:8px
r20 c1:8px, c16:8px
r21 c1:8px, c16:8px
r22 c1:8px, c16:8px
r23 c1:8px, c16:8px
r24 c1:8px, c16:8px
Where it stands
| map | cell (x,y) | door | leads to |
|---|---|---|---|
| SAFFRON_CITY | (16,10) | (18,21) | SILPH_CO_1F |

