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DramaticShapeVoxelMod/assets/docs/buildings/B04-unnamed-building.md
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# B04 - Unnamed building
![Unnamed building](img/B04_x10.png)
`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]`:
```lua
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](img/B04_atlas.png)
## 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` |