Files
DramaticShapeVoxelMod/data/voxel_heights.lua
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2026-07-29 19:03:11 -04:00

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184 KiB
Lua

-- Voxel world mode: the shape PROFILE -- hand-authored pins over the
-- automatic structure detector, the way a 3dSen game profile pins a
-- graphic to a geometry type.
--
-- Hand-authored by this mod, and read only from here: unlike the tables the
-- ROM extractor writes into the player's own cache, nothing below is
-- extracted, derived or copied from the ROM.
-- Nothing here reaches gameplay, collision or scripts; an entry can only
-- ever change how a tile LOOKS in voxel mode.
--
-- Most of the world needs no entry. The runtime detects structures on its
-- own (src/render/voxel/Structures.lua): it flood-fills each connected
-- drawn thing, voxelizes small props per pixel at their real drawn height
-- with transparency (a 2-row plant is a 16px-tall silhouette, not a box),
-- and raises everything else as a volume whose height is measured from the
-- drawing itself -- repeat-aware, so a 6-row house is 48px while a 40-row
-- border forest is rows of 16px trees, not a monolith.
--
-- Listing a tile here BYPASSES that detection: the tile takes the class's
-- height and art mode, always. Use it where the detector reads art wrong,
-- or from a mod to pin its own tiles. Resolution order per tile:
--
-- 1. a group listed under tilesets[<id>] below (this profile)
-- 2. the tile sits in a water cell -> "water"
-- 3. the tile sits in a WALKABLE cell -> "ground"
-- 4. tile-level fallback: the map's water set -> "water", its walkable
-- list -> "ground", anything left over -> "wall"
--
-- Rules 2-3 work at CELL granularity (16x16, the walk grid) because that
-- is the granularity collision actually has: the engine judges a cell by
-- its bottom-left tile alone, so the other three tiles of a cell carry no
-- collision meaning -- flowers and grass tufts sit in walkable cells and
-- must stay flat ground even though no walkable list names them.
--
-- Classes (heights in world pixels; a map cell is 16x16):
-- ground / water / void flat; water recesses so shorelines show a lip
-- ledge / roof / bed box with the art on its TOP face; partial side
-- faces crop the art (a 6px ledge face is the
-- bottom of the lip drawing; a bed is its
-- mattress drawn from above, lying low)
-- wall / tree / fence / sign / counter / table / desk
-- box whose SOUTH face folds the 2D artwork
-- upright, 8px band by band; authored boxes fold
-- every face and wear their top row's art on top.
-- A counter is half a cell -- one band, so its
-- drawn front panel stands and its top stays on top
-- stair_e / stair_w real steps rising toward the named side, the
-- full cell deep, treads and slices textured
-- from the drawn staircase
-- stair_down_e / _down_w a sunken stairwell: the cell opens into a
-- hole with steps descending toward the named
-- side -- stairs that lead DOWN a floor
-- relief a prop drawn from above (a console on the
-- floor): the drawing stays flat and the
-- pixels inside its black outline extrude a
-- few voxels, art on top
-- bookcase a free-standing shelf drawn tall: each rank
-- collapses onto a one-cell-deep box at its
-- full drawn height; back rows become hidden
-- floor, and an unpinnable trim row above
-- becomes the cap
-- billboard / prop a prop drawn face-on: a standing per-pixel
-- cutout, black-outline segmented; drawn above
-- a pinned box it stands ON that box (a
-- monitor on its desk). prop is a second pool
-- so two touching cutouts stay separate
--
-- A tileset entry may also carry `prop_ground` (not a class): a map of
-- prop tile id -> ground tile id naming the tile painted under that
-- pinned prop, overriding the flat-neighbour vote -- the cuttable bush
-- stands on the grass Cut leaves behind, whatever borders it.
--
-- And `prop_bg` (not a class either): which GB shades count as BACKGROUND
-- when a pinned per-pixel prop is cut out, for the drawings whose own body
-- reaches the edge of their bounding box and so vote themselves away.
-- Keyed by tile, because two props sharing an atlas can want opposite
-- answers on the same shade.
--
-- And it may carry `figures` (not a class either): hand-drawn pixel masks
-- that lift a FIGURE PAINTED INTO furniture off it and stand it up as a
-- standee, leaving the furniture its own geometry. A pin resolves a
-- whole 8x8 tile, so it can never separate two things that share one --
-- and nothing automatic can either when the figure has no background
-- margin to flood from and wears the same shades as what it sits on.
-- The Pokemon Center's seated man is the case; see POKECENTER below for
-- the format.
--
-- Whole BUILDINGS are not tile pins -- one drawing packs a roof seen from
-- above, a facade seen face-on and sloped ends as diagonal silhouettes,
-- and no single class covers that. They live in the `buildings` list at
-- the bottom of this file, as a band table over the drawing's rows.
return {
version = 1,
-- class -> height in world pixels
heights = {
ground = 0,
water = -2,
void = 0,
ledge = 6,
fence = 10,
sign = 12,
wall = 16,
-- masonry drawn two courses tall (the Indigo Plateau's rim, the
-- badge-check gates): as tall as a statue on its plinth
cliff = 32,
tree = 16,
roof = 28,
bed = 7,
stool = 8,
counter = 8,
table = 12,
desk = 24,
prop = 16,
cutout = 16,
relief = 3,
bookcase = 32,
stair_e = 16,
stair_w = 16,
stair_down_e = 16,
stair_down_w = 16,
},
-- Only tiles the detector must not touch need listing. Tile ids are
-- indices into the tileset's own 8x8 atlas.
tilesets = {
OVERWORLD = {
-- the hop-down edges named by data.field.ledges' ledgeTile: their
-- art is a ground lip seen from above, which the detector would
-- otherwise raise as a wall
-- $34 is the cliff slope's FOOT, and it also punctuates the ledge
-- rows: the hop-down runs are set into the cliff face and this
-- tile is the pillar between segments. It was `wall` with the
-- rest of the slope chain, which stood those pillars 16px beside
-- a 6px lip -- the ledge line came out interrupted by blocks
-- nearly three times its height. At ledge height the run reads
-- as one continuous lip, and the mound loses nothing: its foot
-- row simply reads as the talus it is drawn as.
ledge = { 13, 29, 39, 52, 54, 55 },
-- trees are drawn ROUND -- the lone canopy (42/43/58/59) and the
-- border tree wall (64/65/80/81, blockset $0F). Boxes and per-pixel
-- cutouts both read wrong for them; the cylinder archetype carves
-- one voxel ball per 16x16 cell from the canopy's darkest-pixel
-- outline, round in depth, so tree rows become rows of real canopies
cylinder = { 42, 43, 58, 59, 64, 65, 80, 81 },
-- the town sign (blockset 8's SE cell): a standing per-pixel slab
-- 2 voxels thin, transparency respected -- never a solid box
signpost = { 70, 71, 86, 87 },
-- the fence posts drawn in VERTICAL runs (14 the post tops, 85
-- the bottoms -- across all 222 maps the two tiles pair only in
-- this one cell). The detector already turns the HORIZONTAL runs
-- (tile 57) into per-post standees, but a vertical run of repeated
-- cells trips its scenery guard and fell to the volume path as a
-- fence-textured tower. `post` extracts each cell alone, so these
-- render as the same thin posts, marching north
post = { 14, 85 },
-- the cliff-mound's dark east slope and its NE corner ($24 the
-- slope column, $02 the corner). Their drawn runs span the whole
-- mound drawing, so the detector raised them to 32px towers --
-- the rock pillar beside Diglett's Cave -- and the doorway
-- column, which adopts its REGION's height, inherited the same 32
-- and put the cave entrance a block above the mound around it.
-- Pinned to one 16px course they match the plateau body, and the
-- doorway drops with them. ($34, the slope's foot, is `ledge`
-- instead -- see there.)
wall = { 2, 36 },
-- the cuttable bush ($2D/$2E/$3D/$3E, the four tiles Cut deletes
-- -- across the whole tileset they appear only in the five
-- cut-tree blocks): a standing per-pixel cutout 5 voxels deep,
-- black-outline segmented with the pixels the outline encloses
-- kept, its drawn grass dither flooding away as background
prop = { 45, 46, 61, 62 },
-- the ground painted under those pinned props, by the prop tile's
-- own id: the bush stands on plain grass ($2C) -- the very tile
-- Cut leaves behind (field.cutTreeSwaps' after-blocks) -- rather
-- than whatever flat tile its neighbours vote
prop_ground = { [45] = 44, [46] = 44, [61] = 44, [62] = 44 },
},
-- The badge gyms and Bruno's room (one tileset): the bird statues
-- that flank every gym's aisles, and Lt. Surge's trash cans. A
-- statue is one cell of figure ($02/$38/$12/$13) drawn over one
-- cell of plinth ($22/$23/$32/$33); the trash can is one cell
-- ($0B/$0C/$1B/$1C, blocks 38/39 only). Across the whole blockset
-- none of these tiles appears anywhere else. The plinth stays a
-- SOLID 16px block; the figure stands ON it as a per-pixel cutout
-- 5 voxels deep (the thin `prop` pool), collapsing to the plinth's
-- single cell of footprint (Structures' wall-support rule); the
-- can is the same 5-voxel cutout at floor level. Both are
-- black-outline segmented -- backgrounds flood away, the pixels
-- the outline encloses stay. Everything stands on the gyms' main
-- floor tile ($11), which is also Bruno's floor.
-- (The round boulder drawn beside some statues, $07/$08/$17/$18,
-- is NOT pinned: it also tiles wall-to-wall as Pewter's rock rows,
-- which are scenery for the detector, not a lone prop. Probed:
-- the repeat-aware scenery path already gives every one of them a
-- single 16px course in Pewter's and Bruno's rock walls alike, so
-- a pin would only restate the derived answer.)
--
-- The rest of the tileset is the ten rooms' own furniture: the six
-- badge gyms it serves (Pewter, Cerulean, Vermilion, Celadon,
-- Fuchsia, Viridian) plus Bruno's and Lorelei's rooms, the
-- Champion's room and the Hall of Fame. (Saffron's and Cinnabar's
-- gyms are FACILITY, Agatha's room is CEMETERY and Lance's is DOJO,
-- so none of them takes a pin from here.) Same failure as every
-- other interior: the detector reads the black interior walls as
-- volumes measured off the whole drawn run, so Vermilion's side
-- walls and Viridian's north-south maze arms came out as 48px fins
-- with their black fill VOIDED flat between them, and the Hall of
-- Fame's recording machine merged into the wall band as a 32px slab
-- whose feet had been flattened away by the walkable-cell rule.
GYM = {
-- The wall band is ONE 16px face, whatever the artist drew into
-- it. The plinths (34/35/50/51 -- 50 is the $32 water-fallback
-- trap and would recess into a pond lip); the room's own band
-- ($05 white course, $10 trim, $06 the doorway's dark head); the
-- BLACK interior walls every gym is partitioned with -- $0F the
-- fill (near-black, so the void rule flattens it unless it is
-- AUTHORED, which is the whole reason it is listed), $24/$26/$27
-- the top edge and its corners, $25/$35 the sides, $42/$3E the
-- west and east end caps of a horizontal arm and $10 again as its
-- lit south face. Then the things drawn built INTO those walls,
-- exactly like the Center's healing consoles: Vermilion's target
-- band ($44-$47 with $05 between, over the $54/$56/$57 stripe),
-- the barred gate ($20/$21/$30/$31 -- Lorelei's north door, and
-- the barrier VermilionGymScript paints in until both switches
-- are thrown), and Vermilion's corner switchboard ($29/$2A over
-- $0D/$0E and $1D/$1E), which is drawn 32px tall and so reads as
-- two stacked courses of the same band.
wall = { 34, 35, 50, 51,
5, 16,
15, 36, 37, 38, 39, 53, 62, 66,
68, 69, 70, 71, 84, 86, 87,
32, 33, 48, 49,
13, 14, 29, 30, 41, 42 },
-- Fuchsia's invisible maze walls ($1F) are deliberately NOT here.
-- The artist drew them as the floor with its stripes broken: on
-- the GB they are invisible, and the puzzle IS walking into them.
-- Raising them to a course would read better as a room and give
-- the player something to bump into -- and would also hand them
-- the solution, turning a maze into a corridor. A shape is
-- purely presentational and this file's job is to reproduce what
-- was drawn, so the drawn answer wins: left to the derived path,
-- $1F stays the floor it is painted as and the gym plays exactly
-- as the flat game does.
-- Cerulean's pools are the ONE place the $14 water-fallback trap
-- is right: $14 really is the gym's water, so it is left to fall
-- through to the engine's water set and recess. Its north coping
-- ($04, the grated lip) is drawn in the TOP half of a water cell,
-- so the cell rule dragged it down to the water line with it;
-- pinned flat it stays the poolside at floor level and the water
-- shows a real lip. The pool's south lip ($01) needs nothing --
-- it is always the top half of a walkable FLOOR cell, so rule 3
-- already lays it flat. Lorelei's room uses the same pair for
-- the paved plaza that stands out of her water.
-- the entrance mat every gym lays inside its door ($06 over $16,
-- 28 placements and nowhere else): drawn from straight above, so
-- it lies FLAT. $06 was in the wall band above, which stood the
-- mat's top half up as a 16px box in the doorway -- the cell rule
-- could not save it, because a pin outranks the cell.
ground = { 4, 6, 22 },
-- Celadon's hedge: a round shrub, one per cell ($2C/$2D over
-- $2E/$2F), 35 of them planted wall to wall. Round drawings get
-- the cylinder archetype -- one voxel ball per 16x16 cell carved
-- from the darkest-pixel outline -- the same treatment the
-- overworld's tree canopies take, and per-CELL, so a hedge row
-- becomes a row of bushes instead of one boxed monolith.
cylinder = { 44, 45, 46, 47 },
-- The statues, the cans, and Celadon's three little trees
-- ($40/$41 canopy over $50/$51 trunk). A trunk is not round, so
-- the tree cannot be a ball like the shrubs beside it -- it takes
-- the thin standee pool every interior plant takes, which is also
-- a pool apart from the cylinders it touches.
prop = { 2, 56, 18, 19, 11, 12, 27, 28,
64, 65, 80, 81 },
-- The Hall of Fame's recording machine, the one piece of real
-- furniture in the tileset. It is drawn 32px wide and THREE tile
-- rows tall against the north band, and the detector made a mess
-- of it twice over: the top two rows merged into the wall band as
-- one 32px slab, and the base row -- whose cell is walkable,
-- because the Hall's floor tile ($19) is its own bottom-left --
-- was flattened into the floor, so the machine stood on nothing.
-- Split at the drawn seam: the plinth row ($58/$59/$5A) is a
-- half-cell counter, and the console above it ($5B-$5E over
-- $36/$37/$55/$5F) is a standing per-pixel billboard that rides
-- the plinth's top face through the authored-box support rule.
-- 8 + 16 is exactly the 24px the machine is drawn.
counter = { 88, 89, 90 },
billboard = { 91, 92, 93, 94, 54, 55, 85, 95 },
-- the ground painted under each pinned prop, by the prop tile's
-- own id: statues and cans stand on the gyms' main floor ($11),
-- Celadon's trees on the garden's light dither ($2B) rather than
-- on whatever their neighbours vote.
-- (Celadon's flowerbed tile $03 is deliberately absent: the
-- tileset ANIMATES it by frame rewrite, so TileShape derives the
-- `flower` pin for it already -- flat ground plus a standing
-- 1px cutout -- and listing it here would take that away. The
-- floors need nothing either. $11/$16/$2B and Viridian's arrow
-- and dot markings $3C/$3D/$3F/$4C/$4D are in the walkable list
-- outright; the paved slabs the Hall of Fame is floored with and
-- Lorelei's plaza is built of ($09/$0A over $19/$1A) get there
-- through the CELL: only $19 is listed, but it is the cell's
-- bottom-left, so rule 3 lays all four of them flat together.
-- Cerulean uses the very same slab as its poolside deck, which is
-- why that gym's perimeter is a deck and not a wall -- the room's
-- only wall band is the one drawn course along its north edge.)
prop_ground = { [2] = 17, [56] = 17, [18] = 17, [19] = 17,
[11] = 17, [12] = 17, [27] = 17, [28] = 17,
[64] = 43, [65] = 43, [80] = 43, [81] = 43 },
},
-- The caves: one blockset serves nineteen maps -- Mt Moon's three
-- floors, Rock Tunnel's two, Seafoam Islands' five, Victory Road's
-- three, Cerulean Cave's three, and Diglett's Cave with its two
-- route-side stubs.
--
-- THE CAVE'S VERTICAL SCHEME. A Gen 1 cave is drawn on two floor
-- levels, and the game's own collision data says which is which.
-- data.field.tilePairs forbids stepping between $20/$21/$2A/$41 and
-- $05 on land, and between $14 and $05 while SURFING -- but nothing
-- forbids $14 <-> $20. Read that back and the elevation falls out:
-- the dark floor and the water are one plane, the lit floor is a
-- step above both, and the rock is the room around them.
--
-- h what tiles
-- 0 DARK LOWER FLOOR -- the datum $20 $21 $2A
-- 0 CAVE WATER, the surfable pool $14
-- 0 fall-through drop hole $2F $22
-- 0 unlit black (the void rule, no pin) $3C
-- 3 Victory Road's boulder switch plate $2B $2C $2D $2E
-- 6 LIT SHELF, one step up (`ledge`) $05 $29
-- 6 the stair plate down off that shelf $15 $16
-- 16 ROCK -- one band for the masses, the everything else
-- faces, the caps and the ceiling mass
-- 0 up 16 ladder shaft UP a floor $0A $0B $1A $1B
-- 0 dn 16 ladder shaft DOWN a floor $08 $09 $18 $19
--
-- NO CAVE SURFACE SITS BELOW 0. The datum is the dark floor; the
-- water is level with it (you surf off a pool straight onto the dark
-- floor, which is exactly what the missing $14/$20 tile pair says);
-- every other surface is above it. A cave is underground, not
-- underwater, and the only class in this file that goes negative is
-- `water` (-2), which exists to cut the overworld's shoreline lip.
-- It is deliberately NOT used anywhere in this entry. The one thing
-- that does reach below the datum is the DOWN ladder's stairwell,
-- which is a hole on purpose: it is the shaft to the floor below,
-- and no walkable surface is drawn in it.
--
-- What the detector made of it: the rock EDGES towered. A shelf's
-- side is drawn as a cap over a run of face tiles over a corner
-- pair -- $04 / $31 x5 / $28 / $10 down one column -- and the volume
-- builder's repeat scan anchors on the column's FRONT tile, which
-- here is a one-off corner that never recurs above it. Neither the
-- repeat read nor the trim rule (two identical rows directly above
-- the front) fires, so the column keeps its whole extent and caps at
-- MAX_ROWS: a 48px fin out of the 16px band beside it, while the
-- column one tile west -- ending on $28 with two $31 above -- reads
-- 16. Probed before pinning: MT_MOON_B2F tiles (5,4)-(5,11) and
-- (17,8)-(17,15) at 48 with 16 either side; VICTORY_ROAD_2F
-- (25,26)-(25,31); SEAFOAM_ISLANDS_B4F (22,0)-(22,7),
-- (13,12)-(13,19) and (12,13)-(12,19). The same reading turns a
-- column of four DIFFERENT rock tiles into 32px -- VICTORY_ROAD_1F
-- (28,20)-(29,23) and (30,20)-(31,23), $02/$12 over $0C/$1C, next
-- to identical rock at 16. An authored tile never reaches the
-- volume builder, so pinning the rock is the whole fix: there is no
-- run left to misread.
CAVERN = {
-- ---- 16: the rock, one band ----
--
-- Reading across the blockset: $02/$03 over $12/$13 is the
-- speckled rock mass and $0C/$0D over $1C/$1D the boulder-cluster
-- mass, both solid wall-to-wall fills; $10/$11 is the cobble
-- course facing the south side of every lit shelf, $31 its west
-- face and $17 its east; $04/$07/$28 are the caps and $25/$26 the
-- inner corners where two faces meet. $0E/$0F over $1E/$1F is the
-- barred rock shelf that stands alone on the dark floor
-- (MT_MOON_1F, ROCK_TUNNEL_1F and twice in SEAFOAM_ISLANDS_B4F):
-- one cell of face-on drawing, so one 16px face -- never a
-- standee, its black surround touches all four rims and would
-- segment into a solid slab.
--
-- $06/$27 over $24/$01 is the CEILING MASS: a pale dithered rock
-- fill with a black rim dithered along its north and south edges,
-- so a run of it tiles into the grid of light blocks that walls
-- off most of MT_MOON_B2F (37 cells) and stands as one lump in
-- each of VICTORY_ROAD_1F/2F/3F. It is blocked in every map that
-- places it ($24 is not on the walkable list) and it is NOT in the
-- engine's water set, so it is rock and belongs in the band with
-- the rest of the rock. The first pass read the checker as a pond
-- and pinned it `water`: that recessed 612 tiles to -2 and cut
-- open trenches down the middle of Mt Moon B2F -- 06w-2 27w-2 /
-- 24w-2 01w-2 for ten cells straight, hard against 31w16 rock and
-- the 05l06 shelf. Its unpinned reading was 48px (eight rows of
-- alternating $06/$24 read as one drawing); 16 is the answer.
wall = { 2, 3, 18, 19, -- $02/$03 over $12/$13, speckled mass
12, 13, 28, 29, -- $0C/$0D over $1C/$1D, boulder mass
16, 17, -- $10/$11, the shelf's south cobbles
49, 23, -- $31 west face, $17 east face
4, 7, 40, -- $04 NW cap, $07 NE cap, $28 SW cap
37, 38, -- $25/$26, the inner corners
14, 15, 30, 31, -- $0E/$0F over $1E/$1F, barred shelf
6, 39, 36, 1 }, -- $06/$27 over $24/$01, ceiling mass
-- ---- 6: the lit shelf, and the stairs off it ----
--
-- $05 is the lit floor -- the shipped pin, and the step
-- data.field.tilePairs encodes ($20/$21/$2A/$41 <-> $05). $29 is
-- the SAME surface: the artist's shadow row where the shelf runs
-- up against the rock above it. It sits in walkable cells, so
-- unpinned it resolved to flat ground and cut a 6px trench along
-- the north edge of every lit room (`29g00` with `05l06` one tile
-- south, all the way across MT_MOON_B2F).
--
-- $15/$16 is the STAIR down off that shelf, and the elevation it
-- spans is 6px, not 16. Its art is four treads seen from above,
-- each a light tread over a black riser line, stacked NORTH-SOUTH:
-- every one of the 54 stair cells in the tileset has the lit floor
-- $05 to its NORTH and the low ground to its SOUTH (dark floor x35,
-- water x14, lit floor x5 where two flights meet), so the flight
-- climbs NORTHWARD, one cell deep, 0 -> 6.
--
-- It is NOT pinned `stair_e`/`stair_w`, and that is deliberate.
-- Those classes build a flight that marches along X -- 16px tall,
-- rising toward the named side -- so either of them here would
-- throw a 16px staircase sideways across a 6px north-south step,
-- blocking the passage it is supposed to open and climbing at
-- right angles to the drawn risers. A wrong-way flight is worse
-- than a flat one. `ledge` is the honest reading available: the
-- stair cell joins the shelf it belongs to, wears its four treads
-- on the TOP face (which is how they are drawn -- from above), and
-- puts its 6px riser face at the FOOT of the flight where the
-- player actually steps down onto the dark floor. See the report:
-- a real sloped cave stair wants `stair_n`/`stair_s` in
-- Structures.stairCell, which is an engine change, not a pin.
ledge = { 5, 41, -- $05 lit floor, $29 its north shading
21, 22 }, -- $15/$16, the stair plate off it
-- ---- 0: the floor plane ----
--
-- The dark lower floor, pinned rather than left derived so the
-- datum this whole entry measures from is stated in it. $20 is
-- the rough floor, $21 the bright checker, $2A the fine checker;
-- all three are on the tileset's walkable list and all three
-- already resolved here -- the pins restate the level, they do not
-- move it.
--
-- $14 IS THE CAVE WATER: the tileset animates by TILEANIM_WATER,
-- and TileRenderer's WATER_TILE is $14 -- it is the tile that
-- h-shifts to ripple. Map's water set names it too, so its cells
-- are the ones Surf works on: Cerulean Cave's lake (352 + 272
-- tiles on 1F/B1F) and the Seafoam channels (304 on B3F, 816 on
-- B4F). The first pass read its blocky white dither as "bright
-- rubble mass" and pinned it `wall`, which stood both lakes up as
-- 16px rock -- two thirds of SEAFOAM_ISLANDS_B4F was a rock slab
-- you were meant to surf across. It is water, and it lies at the
-- floor plane: `ground` keeps the drawn (and animated) water art
-- exactly as it is and puts its surface at 0, level with the dark
-- floor you step off onto, one 6px step below the lit shelf you
-- cannot surf onto. NOT the `water` class -- that is -2, a
-- shoreline lip for the overworld sea, and a cave pool must never
-- read as a trough sunk into the floor you are walking on.
--
-- $2F over $22 is Seafoam's and Victory Road's fall-through drop
-- hole (Map's warpPadTiles calls $22 a "hole"). Its art is a lit
-- rim over solid black and its cell is walkable -- you step on it
-- and drop a floor -- so it stays flat at the floor plane; the pin
-- keeps the rim out of the wall fallback.
ground = { 32, 33, 42, -- $20/$21/$2A, the dark lower floor
20, -- $14, the surfable cave water
47, 34 }, -- $2F over $22, the drop hole
-- ---- 0 to 16: the ladders, the caves' real staircases ----
--
-- Both ladder graphics are drawn from above as a shaft with two
-- rails and rungs between them, and which one is which is not a
-- guess -- it is in the warp table. Across all nineteen maps,
-- every one of the 37 $08 cells warps to a LOWER floor
-- (MT_MOON_1F->B1F, B1F->B2F, ROCK_TUNNEL_1F->B1F, each
-- SEAFOAM_ISLANDS floor to the next one down, CERULEAN_CAVE_2F->1F
-- and 1F->B1F, the Diglett's route stubs down into the cave) and
-- every one of the 40 $0A cells warps to a HIGHER one (the exact
-- reverse, plus MT_MOON_B1F's and ROCK_TUNNEL_1F's exits back out
-- to daylight). $08 is the ladder DOWN, $0A the ladder UP: 77
-- cells, no exceptions.
--
-- So they take the two classes that MOVE between floors. $0A
-- becomes a rising flight -- four real steps climbing 0 -> 16, the
-- height of the rock band it disappears into -- and $08 becomes an
-- excavated stairwell, four steps descending below the floor into
-- a dark opening. East for both: the ladder art is symmetric
-- about its own centre line so the drawing does not choose a side,
-- the cell's east neighbour is the closed (rock) side more often
-- than its west, and the rest of this profile's staircases
-- (REDS_HOUSE_1, UNDERGROUND) climb east too. The flight's treads
-- land one rung apiece, which is as close to a drawn ladder as
-- stepped geometry gets.
--
-- All four tiles of each cell are listed, the way REDS_HOUSE_1
-- lists its flight: buildStairs anchors on the cell's TOP-LEFT
-- tile ($08 / $0A) and claims the other three, but pinning them
-- too keeps them out of the region flood and the door fold.
stair_e = { 10, 11, 26, 27 }, -- $0A/$0B over $1A/$1B, UP
stair_down_e = { 8, 9, 24, 25 }, -- $08/$09 over $18/$19, DOWN
-- ---- 3: the boulder switches ----
--
-- Victory Road's four plates ($2B/$2C over $2D/$2E, on 1F, 2F and
-- 3F). Round art, but NOT a round object: the Strength boulders
-- themselves are overworld SPRITES, and this is the plate they get
-- pushed onto -- drawn from straight above as a black ring, a
-- white highlight rim and a grey disc. `cylinder` was tried here
-- first, because a circle is what the overworld's round canopies
-- take, and it came out wrong: the plate's own dithered background
-- carries stray black pixels the darkest-outline flood cannot
-- reach, so they joined the mask, inflated the top and bottom row
-- spans to the full 16, and the hull rendered as a clutch of white
-- shards standing where the plate should be (VICTORY_ROAD_1F cell
-- 17,13). `relief` is the reading anything drawn from above
-- wants: the disc stays flat and the pixels inside its black ring
-- lift a few voxels, so it reads as a plate -- and the cell is
-- walkable, so you step on it.
relief = { 43, 44, 45, 46 },
-- Left to the derived default on purpose: $3C is solid black --
-- the unlit rock that is most of MT_MOON_B1F -- and the void rule
-- flattens it (`3Cv00`). Pinning it would BREAK that, since the
-- void rule skips authored tiles; a 16px black band there would
-- also wall the corridors in with something the 2D art draws as
-- nothing at all. $30 and $41 are on the walkable list and in
-- tilePairs but no block in this tileset places either, so there
-- is nothing for a pin to catch.
},
-- Viridian Forest. Nearly everything drawn here is ROUND, and the
-- detector was boxing all of it: the big trees came out as ragged
-- mixed-height volumes (their sparse canopy-edge tiles read 0px,
-- their bodies 32px), the stump rows merged into 16px crate walls
-- wearing folded stump art, and the trail sign was a broken pile --
-- its $32 tile is the water-fallback trap and recessed into a pond
-- lip in the middle of the woods.
FOREST = {
-- the hop-down edge, from data.field.tilePairs (CAVERN's entry
-- above carries the same note for its own pair)
ledge = { 46 },
-- the big trees: the whole 2x2-CELL drawing carves as ONE 32px
-- voxel hull, so a tree is a single tall canopy instead of four
-- ground-level quarter-pancakes ("cut in half", as the first
-- attempt read). `canopy` pins the drawing's top-left corner
-- tile ($04) as the group anchor; every other tile of the
-- drawing stays `cylinder` so the group build can verify and
-- claim its cells -- and so a stray partial drawing degrades to
-- per-cell hulls rather than boxes
canopy = { 4 },
cylinder = { 5, 6, 7, 21, 22, 23,
35, 36, 37, 38, 39, 53, 54 },
-- the stumps ($02/$03/$12/$13): a hull whose drawn top is a CUT
-- FACE. The body builds from the bark rows alone, and the drawn
-- ellipse of growth rings projects onto the hull's round flat
-- top -- its bottom arc to the south, the way the 2D art means
-- it. stump_cap is the ellipse's height in art rows
stump = { 2, 3, 18, 19 },
stump_cap = 7,
-- the white sparkle filler inside the tree masses: flat, not an
-- invisible zero-height box
ground = { 0 },
-- the trail signs: the standing thin-slab treatment every town
-- sign gets ($32 pinned is also what lifts it out of the water
-- trap)
signpost = { 33, 34, 49, 50 },
},
-- Oak's Lab (the tileset also serves the Fighting Dojo and Lance's
-- room, which use none of these tiles). The free-standing shelf
-- ranks: book rows and base pinned; the shared trim tiles above
-- (41/42, also the lab tables' corners) are adopted as caps by the
-- bookcase builder rather than pinned.
DOJO = {
bookcase = { 13, 14, 29, 30 },
-- the lab tables (the starter-ball display and the north tables):
-- 41/42 are also the shelf trim the bookcase builder adopts as
-- caps, which its cap rule allows for authored table rows.
-- Pinning stops the display frame's black corner brackets from
-- auto-extracting into standing prisms, and the ball/Pokedex
-- sprites ride the table's authored height.
table = { 41, 42, 57, 59, 78, 79 },
},
-- Red's room and the Copycat's room (one tileset). The detector reads
-- this furniture as wall-height volumes -- and merges the wall-touching
-- table and desk INTO the wall, towering both -- so every object here
-- is pinned to the shape it depicts.
REDS_HOUSE_2 = {
-- the wall band with its windows stays one 16px face
wall = { 0, 36, 37, 52, 53 },
-- the bed: a mattress drawn from above, half a block high
bed = { 45, 46, 47, 61, 62, 63 },
-- stools: a seat-high box, seat art on top, legs on the front
stool = { 2, 3, 18, 19 },
-- the long table under the windows, and the PC desk's body with
-- its hutch row -- the monitor standing on it is pinned below
table = { 38, 39, 41, 42, 43, 44, 50, 51,
58, 59, 60, 66, 67 },
-- standing per-pixel props, black-outline segmented. The PC
-- (64/65 monitor top, 32/33 monitor bottom + keyboard) is drawn
-- above the desk's body, so it stands ON the desk; the TV stands
-- on the floor
billboard = { 6, 7, 22, 23, 32, 33, 64, 65 },
-- the potted plant: mostly silhouette, so it takes the THIN
-- standee pool
prop = { 8, 9, 24, 25, 68, 69, 70, 71 },
-- the small potted plant on the table: a paper-thin profile
-- cutout standing on the tabletop, its leaf crown (in 40) included
cutout = { 40, 54, 55, 56, 57 },
-- the game console in front of the TV is drawn from above: it
-- lies flat and extrudes a few voxels inside its outline
relief = { 14, 15, 30, 31 },
-- the staircase leads DOWN to 1F: a sunken stairwell. The player
-- enters at the east lip and the flight descends westward, the way
-- the drawn railing slopes (high at the east, low at the west)
stair_down_w = { 10, 11, 26, 27 },
},
-- Red's and the Copycat's ground floor (one tileset, same atlas as
-- the floor above). Bookcases, dining table with its flower pot,
-- stools, the TV on the floor, and the staircase up.
REDS_HOUSE_1 = {
wall = { 0, 36, 37, 52, 53 },
stool = { 2, 3, 18, 19 },
-- the dining table (38-44/58-60); its top row also caps the
-- bookcases below
table = { 38, 39, 41, 42, 43, 44, 58, 59, 60 },
-- the bookcase bodies: tall shelf boxes; their drawn top-edge row
-- (38/41, pinned table above) becomes their top face
desk = { 34, 35, 48, 49, 50, 51 },
-- the TV on the floor
billboard = { 6, 7, 22, 23 },
-- the small potted plant on the table: a paper-thin profile
-- cutout standing on the tabletop, its leaf crown (in 40) included
cutout = { 40, 54, 55, 56, 57 },
-- the staircase leads UP to 2F: a rising flight climbing east
stair_e = { 12, 13, 28, 29 },
-- the front-door mat: its collision tile is $14, which the engine's
-- stale-cache fallback counts as water in every tileset, so the rug
-- would recess into a pond lip. It is a flat rug on the floor
ground = { 4, 20 },
},
-- The generic town house (Blue's, Daisy at her table, and eighteen
-- more homes; the schoolhouse and the trashed house reuse it too).
-- Same failure as Red's rooms: the detector reads the furniture as
-- wall-height volumes and towers the table, so every object is
-- pinned to the shape it depicts.
HOUSE = {
-- the wall band stays one 16px face: blank courses, the window,
-- the framed picture, and the schoolhouse blackboard (72-75/88-91)
wall = { 0, 36, 45, 46, 52, 61, 62, 72, 73, 75, 88, 89, 90, 91 },
-- stools: a seat-high box that also seats Daisy
stool = { 2, 3, 18, 19 },
-- the dining table (top edge 38/41 also caps the bookcases);
-- 80-83 are its ransacked corner in CERULEAN_TRASHED_HOUSE, which
-- stays at table height rather than de-merging into a wall stub
table = { 38, 39, 41, 47, 54, 57, 58, 59, 60, 80, 81, 82, 83 },
-- the bookcase bodies: book ranks (14/15 left pair, 48/49 right)
-- and the base course; the drawn top edge (38/41, pinned table
-- above) becomes their top face
desk = { 14, 15, 30, 31, 48, 49 },
-- the corner potted plants: mostly silhouette, the THIN standee
-- pool (crown 10/11, leaves 8/9/26/27, pot 24/25)
prop = { 8, 9, 10, 11, 24, 25, 26, 27 },
-- the open book on the schoolhouse table: a paper-thin cutout
-- standing on the pinned tabletop
cutout = { 70, 71, 86, 87 },
-- the front-door mat: same $14 water-fallback trap as Red's; flat
ground = { 4, 20 },
},
-- The Pokemon Center lobby. One tileset serves all eleven Centers
-- and the Celadon Hotel, and VIRIDIAN_POKECENTER places every tile
-- the other maps use, so this list -- read off Viridian -- covers
-- them all. (The Marts are a DIFFERENT tileset id, MART, that only
-- shares the atlas image; pins do not carry over.) Same failure as
-- the houses: the detector merges the wall-touching counters and
-- machines into the wall and towers them, and the lounge seat --
-- which has a PERSON drawn into the tile art -- becomes a monolith
-- wearing his face.
POKECENTER = {
-- the wall band stays one 16px face: striped panels (40), the high
-- windows (92-95; 94 doubles as the map's warp tile, and pins are
-- look-only), the pokeball poster (2/3/18/19), and the pillars
-- (16/41) with their bases (4/5/20/21; 20 is the $14 water-fallback
-- trap and would recess into a pond lip). The healing machines'
-- bodies (72/76/77 console face, 6/22 button panel, 73 light edge,
-- 7/13 shadowed edge) are ALSO wall: drawn 16px tall against the
-- band, so wall height is their drawn height and they read as
-- consoles jutting from it; the near-black screen tiles must be
-- pinned or the void rule flattens them, and 72 is the $48
-- water-fallback trap
wall = { 2, 3, 4, 5, 6, 7, 13, 16, 18, 19, 20, 21, 22, 40, 41,
72, 73, 76, 77, 92, 93, 94, 95 },
-- the counters, half a cell high: top band (8) with the nurse's
-- tray (10), front face (24/25, the game's counterTiles), left end
-- cap (56) and the Cable Club's light sections (90/91). 8px is
-- one clean band, so the drawn front panel stands up and the
-- counter top stays on top; at 12 they read as wall stubs
counter = { 8, 10, 24, 25, 56, 90, 91,
-- and the lounge couch with the man sitting on it.
-- Same half-cell box: its bottom row (42/43, the front
-- base) stands up as the couch's front, and the three
-- rows above it -- cushion (38/39) and the man
-- (36/37 head, 52/53 face) -- ride the top face in
-- drawn order, each exactly once. See the note below
-- on why he cannot be stood upright.
36, 37, 38, 39, 42, 43, 52, 53 },
-- standing per-pixel props, black-outline segmented: the healing
-- machines' screen tops (58/59/74/75, drawn above the pinned
-- bodies so they stand ON them) and the PC (66/70/82/86), which
-- stands on its pinned desk
billboard = { 58, 59, 66, 70, 74, 75, 82, 86 },
-- The man on the couch, cut out by hand and stood up (see `figures`
-- below). Nothing automatic reaches him. A class pin resolves a
-- whole 8x8 tile and he SHARES his tiles with the couch, so pinning
-- them stands the furniture up with him; riding the couch's top
-- face (what this did before) draws him lying flat on the cushion;
-- and he cannot be segmented into a standee either, because the
-- drawing has no background margin for a flood to enter by and his
-- skin is the same light shade as the couch -- the mask drained 307
-- of his 420 interior pixels, 46% of him, even segmented alone.
-- An authored mask is the only thing that can tell a man from the
-- sofa he is painted into, so that is what `figures` carries.
-- the PC's desk body, which the PC stands on
table = { 9, 88 },
-- the potted plants: bush (32/33/48/49) over pot (34/35/50/51,
-- 50 is the $32 water-fallback trap). Standing per-pixel
-- billboards in the THIN pool, like every other interior plant --
-- and a pool apart from the sofa, which touches the corner pair
-- and must stay a separate object. The bush's light checker
-- highlights share the floor's shades, so the mask drains some of
-- them; the standee reads darker than the flat art, which is the
-- accepted trade for a real plant silhouette
prop = { 32, 33, 34, 35, 48, 49, 50, 51 },
-- ...but the POTS were draining outright. The plant pair is drawn
-- as one 4x4-tile block and the pot's olive base is flush on that
-- block's bottom row, so the background vote -- which reads the
-- shades touching the drawing's own bounding box -- came back with
-- "dark" in it, and every dark pixel in the plant left with the
-- floor. The pots rendered as hollow black frames around one or
-- two surviving pixels while the flat art has solid olive bodies.
--
-- So name the background outright for these eight tiles: the floor
-- IS light and white here, and nothing else is. That restores 152
-- pixels of the block (55% -> 69% of it kept) and cannot move any
-- other prop, which matters -- the same call tileset-wide would pull
-- the dark wall band into the healing consoles' screens and strip
-- three pixels off the PC, because those two want the opposite
-- answer on the very same shades.
prop_bg = {
{ tiles = { 32, 33, 34, 35, 48, 49, 50, 51 },
shades = { "light", "white" } },
},
-- THE MAN ON THE COUCH. He is drawn INTO the lounge furniture and
-- spills out of it in BOTH directions, which is why he needs three
-- tile columns:
--
-- 36 / 52 the couch's west arm. 36's two RIGHTMOST columns are
-- the back of his head; 52 is the plain arm, and is also
-- what 36 wears once his hair comes off it
-- 37 / 53 him: head, then face and body
-- 57 / 60 the floor east of the couch, which his hair and his
-- foot overhang. 1 and 26 are those same two floor
-- tiles as the artist drew them WITHOUT him -- 8 and 5
-- pixels apart respectively -- so lifting him off is
-- lossless there
--
-- `pixels` is the hand-drawn line between the man and the furniture;
-- `under` is what each tile wears once he is lifted off it. The
-- couch keeps its polygonal box and he stands on top of it.
--
-- The mask keeps ALL of 37/53's column 7, the couch's east edge.
-- Where that column is drawn dark it is the couch's own rule -- but
-- it is also where his hair crosses the tile seam, so dropping it
-- floats the overhang free of his head. And where it is drawn WHITE
-- it is the right side of his face, so dropping it opens a slit down
-- his cheek (rows 5-8, which is exactly what the first cut did).
-- Keeping the rule twice costs nothing: tile 39 redraws it on the
-- couch beneath him either way. Repainting 36 as 52 does cost one
-- row -- 36's top trim band, which 52 does not carry -- and that is
-- the accepted price for not leaving a second copy of his head lying
-- on the arm. The background corners around his head and the
-- cushion wedge under his legs are the only pixels given back.
figures = {
{
w = 3,
tiles = { 36, 37, 57,
52, 53, 60 },
under = { 52, 39, 1,
52, 39, 26 },
pixels = {
"..........XXXXX.........",
"........XXXXXXXX........",
".......XXXXXXXXXX.......",
"......XXXXXXXXXXXX......",
"......XXXXXXXXXXXX......",
"......XXXXXXXXXXX.......",
"......XXXXXXXXXXX.......",
"......XXXXXXXXXXX.......",
"........XXXXXXXXX.......",
"........XXXXXXXX........",
"........XXXXXXXX........",
"........XXXXXXXX........",
"........XXXXXXXXX.......",
".........XXXXXXXXX......",
"...........XXXXXX.......",
"..............XX........",
},
},
},
},
-- The Poke Marts (one 4x4 layout serves every city; the tileset
-- shares the Center's atlas image but is its own id, so the pins
-- above do not carry over). Same failures as everywhere indoors:
-- the detector towered the whole north display band to 32px, merged
-- the clerk's booth into a 48px slab wearing the juice poster, and
-- boxed the two free-standing shelf racks into one 4-tile-deep
-- monolith.
MART = {
-- THE BACK WALL. It is drawn FOUR tile rows tall -- trim (40, or
-- the fridge tops 90/91), the SALE signs (78/79) or glass upper
-- (44/45), the black display niche (76/77) or glass lower (46/47),
-- and the cases' base and goods (23/29, 62/63) -- which is 32px of
-- artwork depicting ONE wall, not four things at four depths.
--
-- Pinned `wall` that is exactly what it became: every row got its
-- own 16px box marching north, so the only face you ever saw was
-- the southmost row (the cases' base), the signs and the niche hid
-- behind it, and the trim ended up lying flat as a gold shelf on
-- the roofs of the boxes behind. Laid out in depth instead of
-- stacked up.
--
-- `bookcase` is the class that collapses a tall drawing onto a
-- one-cell-deep box at its real drawn height, so the run of four
-- rows becomes a single 32px wall: bands from the south are base,
-- niche, sign, trim, its top face wears the trim, and the three
-- rows behind become hidden floor. Same treatment the shelf racks
-- below already get -- a Mart's back wall IS a wall of display
-- cases, and the geometry does not care which we call it.
bookcase = { 23, 29, 40, 44, 45, 46, 47, 62, 63, 76, 77, 78, 79,
90, 91,
-- the free-standing shelf racks: TALL drawings, not
-- deep ones -- each rank collapses onto a
-- one-cell-deep shelf at its drawn height (the
-- Dojo/Red's-house treatment). 64/65/67 and 80/81/83
-- are the bottle rows the clerk's booth also wears as
-- its top display; 68/69/71 and 84/85/87 the goods
-- rows below
64, 65, 67, 68, 69, 71, 80, 81, 83, 84, 85, 87 },
-- The wall's own tiles are reused elsewhere, and the back wall is
-- the one place they are drawn on the map's TOP EDGE. So `bookcase`
-- is their default and this hands every other use back to `wall`,
-- which is what all of them were before: 40 is also the clerk's
-- booth back panel (under the shelf rows 80/81 or under itself), and
-- 40/76/77/90/91 all recur in INDIGO_PLATEAU_LOBBY, the ninth map on
-- this id, where they draw the hall and the lift bank.
--
-- NEVER put 0 in an `above` set. Map:tileAt does not answer nil off
-- the top of a map -- it border-extends, so row 0 reads the map's
-- borderBlock, which indoors is the black void block 0. Listing 0
-- to catch the Lobby's void-backed 90/91 fired the rule on every
-- Mart's fridge row as well: row 0 dropped out of the bookcase run,
-- the fridges came out 24px against the SALE cases' 32px, and their
-- trim row stood as a separate box BEHIND the wall instead of on top
-- of it. Nothing can separate those two cases from above -- both
-- see void -- so the Lobby (already out of scope here) gets the
-- bookcase reading too, and the Marts come out right.
when_above = {
[40] = { { above = { 40, 80, 81, 83, 90, 91 }, class = "wall" } },
[76] = { { above = { 74, 75 }, class = "wall" } },
[77] = { { above = { 74, 75 }, class = "wall" } },
[90] = { { above = { 17 }, class = "wall" } },
[91] = { { above = { 27 }, class = "wall" } },
},
-- the clerk's counter, half a cell high like every service
-- counter. It is a C wrapping the alcove the clerk stands in: the
-- south arm's drawn front (24/25) under its top band (8/56), the
-- light work surface the east arm and the rest of the south arm
-- share (16/41), and the north arm's end panel (89). 8 and 56 are
-- the two halves of one top band -- the first pass read 8 as the
-- cash register, pinned it `billboard`, and got a bare black
-- outline standing on the counter with the tile's own art replaced
-- by its neighbour's.
-- ...and the register's own two tile rows (14/15 over 30/31) are
-- part of that same work surface now that the machine has been cut
-- off them as a sprite -- see `figures` below.
counter = { 8, 14, 15, 16, 24, 25, 30, 31, 41, 56, 89 },
-- Left to the derived default on purpose: the floor checker and
-- its shadowed variants (1/11/17/26/27/54) and the exit mat
-- (12/28) all sit in cells the ROM marks walkable, so the cell
-- rule lays them flat unaided. (76/77, the SALE case's black
-- interior, used to be left to the volume path here; it is now the
-- back wall's third band, because a run of four rows has to be
-- contiguous for the wall to collapse into one box at all.)
-- THE CASH REGISTER: a keypad and a curl of receipt paper drawn
-- face-on across two tile rows in the middle of the counter's east
-- arm. Like the Center's seated man it is a FIGURE drawn into the
-- furniture, so it gets the same treatment -- a flat sprite card
-- standing on the counter -- and for the same reason: no class pin
-- can separate it from the counter, because the counter draws its
-- own edging down columns 0 and 15 of the very same tiles.
--
-- That edging is what defeated every automatic reading. Black
-- always survives the shade flood, so the standee pools extruded
-- the two rules along with the machine and it stood flanked by a
-- pair of tall black slabs; `console`'s keep-the-largest-drawing
-- rule dropped them, but only by throwing away the receipt curl
-- too whenever the flood happened to cut it loose. The mask just
-- says where the machine is: columns 2-13, plus the curl climbing
-- to the top right, and the counter keeps its edging and its light
-- work surface.
--
-- `under` is 16/41 twice -- the plain work surface, which already
-- carries the west edging (black over white) and the east (dark
-- over black), so the counter closes up behind the machine with no
-- synthesis at all.
figures = {
{
w = 2,
tiles = { 14, 15,
30, 31 },
under = { 16, 41,
16, 41 },
pixels = {
".........XX.....",
"........XXXX....",
"........XXXXX...",
"........XXXXXX..",
"...XXXXXXXXXXX..",
"..XXXXXXXXXXXX..",
"..XXXXXXXXXXX...",
"..XXXXXXXXXXX...",
"..XXXXXXXXXXX...",
"..XXXXXXXXXXX...",
"..XXXXXXXXXXX...",
"..XXXXXXXXXXX...",
"..XXXXXXXXXXX...",
"..XXXXXXXXXXX...",
"..XXXXXXXXXXX...",
"..XXXXXXXXXXX...",
},
},
},
-- NOT covered: INDIGO_PLATEAU_LOBBY, the ninth map on this id and
-- the only one that is not the 4x4 shop. It draws its own hall,
-- lift bank and rope stanchions from tiles no Mart places, three
-- of which fall in the engine's stale water set -- see
-- reports/COUNTERS_pass2.md. Pinning them is a tileset pass of
-- its own and is deliberately not attempted here.
},
-- The route gates and their upstairs lounges, the four Underground
-- Path entrance huts, the Safari Zone gate and its four rest houses
-- -- twenty-five maps on one tileset. (Viridian Forest's two gates
-- draw the very same art from a SEPARATE id, FOREST_GATE below, and
-- pins do not carry between ids.) Before this entry every one of
-- them was a swimming pool: 50/51 -- the dark panel the artist reuses
-- as the wall's base course AND as every counter's front -- is one of
-- the three ids (20/50/72, the $14/$32/$48 of the stale cache) that
-- the engine's water set claims in every tileset, so the whole wall
-- perimeter and every counter front recessed into a moat. The other
-- two are placed here as well: 20 is the exit doormat, 72 the top
-- course of Route 2's wall. What survived the water was towered
-- instead -- the counters raised to a 16px slab, the cabinets boxed,
-- the 2F window read as a 16-to-40px skyline, and the tables and
-- binoculars flattened into the floor because their cells are
-- walkable.
GATE = {
-- The wall band stays ONE 16px face. Three wall drawings share
-- it: the route gates' panelled course (32/33 -- its base course
-- 50/51 is `counter`, see below), the
-- Underground Path huts' and Route 22's plain stripes (0), and
-- Route 2's speckled plaster (72 over its dark skirting 74). 0
-- and 74 need no height correction but are pinned anyway, so the
-- detector cannot swallow the corner plants into the band and
-- tower them with it. The gate 2F's big window is the same band
-- two cells deep (58 glass, 45 its dither, 61 the diagonal glare,
-- 62 the black mullions). The door panes (41/43, the leaf drawn
-- above the walkable threshold) are wall too, so a doorway reads
-- as a recess in the band instead of a picture of a door lying on
-- the floor -- the Center's warp-tile treatment, and pins are
-- look-only so the cell stays walkable.
--
-- 50/51 is NOT in that list, and that is the one deliberate cost in
-- this entry. The artist draws one panel twice: as the wall cell's
-- base course (32/33 over 50/51) and as the front of every counter
-- (7/9/8 or 17/18 over 50/51). A pin is per tile id and a class
-- carries one height, so the two uses cannot be separated here at
-- all -- only in `lib`, by letting a pin be conditional on the tile
-- drawn ABOVE (see reports/COUNTERS_pass2.md). Pinned `wall` (16)
-- the band is one clean face and the counter the guard stands
-- behind is a full 16px slab that hides him to the shoulders.
-- Pinned `counter` (8) every counter is the half cell it is drawn
-- as -- which is what the room is FOR -- and the price is that the
-- wall cell's front 8px of depth drops with it: a shallow wall
-- gains an 8px plinth (reads as a wainscot), and the deep margin
-- masses that run two to eight cells north-south down the east and
-- west sides of the fourteen maps that place both drawings (Routes
-- 5/6/7/8, the five gate 1Fs, the Safari gate and its four rest
-- houses) corrugate, their exposed flank stepping 16/8/16/8 every
-- 8px of depth. The other six -- Route 2, Route 22 and the four
-- Underground Path huts -- place 50/51 and never 32/33, so they
-- take the half cell for nothing. The counters win where it costs:
-- they are the object the player walks up to and talks over, they
-- sit mid-room, and the margin masses are pure border filler seen
-- edge-on. This also puts GATE and FOREST_GATE on the same footing
-- at last -- ROUTE_2_GATE draws the forest gates' room tile for
-- tile and used to be the only one of the three with a 16px front.
wall = { 0, 32, 33, 41, 43, 45, 58, 61, 62, 72, 74 },
-- the counter, half a cell high everywhere it is drawn: its north
-- rim and end caps (7/8), the long run between them (9), the top
-- surface a counter drawn running north-south wears (23/24), and
-- the drawn front panel (50/51) standing up as one clean 8px band
-- with the surface riding the top face. The guard leans on it
-- instead of standing behind a wall stub, and a counter that runs
-- wall to wall (Route 12's pair) matches one that ends in the open.
counter = { 7, 8, 9, 23, 24, 50, 51 },
-- 50/51 draws BOTH the counter's front and the wall's base course,
-- and it is the bottom row of its cell either way -- so a flat pin
-- has to pick one and be wrong about the other. Pinned `wall` the
-- counters stood a full 16px; pinned `counter` the deep border
-- banks corrugated 16/8 for sixteen rows and the room read as
-- crates. What tells the two uses apart is what is drawn ABOVE:
-- the wall stacks its panelled course (32/33) over the base, while
-- a counter carries its own top (7/8/9). So the counter pin above
-- is the default and this puts the wall back wherever the panel
-- sits on top of it -- resolved per position, in TileShape.at.
when_above = {
[50] = { { above = { 32 }, class = "wall" } },
[51] = { { above = { 33 }, class = "wall" } },
},
-- the tall glass-fronted cabinets: three shelf ranks (34/35)
-- folded up a 24px box whose top face adopts the drawn top rim
-- (7/8, pinned `counter` directly above it) through the mesher's
-- authored-fold rule -- the HOUSE / Red's-house bookcase
-- treatment. Deliberately not `bookcase`: that collapses the
-- drawing to one cell of depth, which would leave the wall cell
-- behind each cabinet as bare floor, and its cap rule refuses a
-- row pinned anything but `table`, so the cabinets would lose
-- their tops as well.
desk = { 34, 35 },
-- standing per-pixel props with body, black-outline segmented: the
-- little tables of the 2F lounges and the Safari rest houses (2/3
-- the top, 18/19 the legs) and the 2F observation binoculars (36
-- eyepieces, 52 barrels, 57 pedestal). Both are drawn face-on
-- with air between their legs and a clean white floor margin, so
-- the standee segments whole -- and both were invisible before,
-- flattened by the walkable-cell rule. They stand on the floor:
-- the window band is drawn ABOVE them, and the support rule only
-- lifts a prop drawn above a box.
billboard = { 2, 3, 18, 19, 36, 52, 57 },
-- the plants, in the THIN pool like every other interior plant:
-- the potted palm that stands in every hut and rest-house corner
-- (5/6 crown, 21/22 fronds, 37/38 over 53/54 the pot), and Route
-- 22's wall plant (14/15 crown, 30/31 pot), which stands on the
-- half-cell planter its base course (50/51) makes -- a planter box
-- now rather than the 16px pedestal it used to perch on.
prop = { 5, 6, 14, 15, 21, 22, 30, 31, 37, 38, 53, 54 },
-- the exit doormat (4 over 20): drawn from straight above, so it
-- has to lie flat -- and 20 is the $14 water-fallback trap, which
-- sank every gate's own doorway into a pond lip.
ground = { 4, 20 },
-- the flight up to a gate's 2F: real steps climbing east, the way
-- the drawn treads rise to the right. Pixel for pixel the same
-- staircase as Red's house 1F, on the same four tile ids.
stair_e = { 12, 13, 28, 29 },
-- the flight down -- to 1F from a gate 2F, into the tunnel from an
-- Underground Path hut: a sunken stairwell descending westward,
-- high at the east lip where the player enters. Again the same
-- drawing and the same ids as Red's room upstairs.
stair_down_w = { 10, 11, 26, 27 },
-- Left to the derived default on purpose: the two floor checkers
-- (1/17) and every threshold -- the door mats (55/56/94) and the
-- tile under the door panels (42/59) -- sit in walkable cells, so
-- the cell rule already lays them flat; and tile 16 is solid
-- black, which the void rule flattens into exactly the darkness
-- that should sit above Route 16's north wall.
},
-- Viridian Forest's north and south gates. Tile for tile they are
-- the same drawing as ROUTE_2_GATE, but they are their own tileset
-- id, so they need their own copy of the pins. These two maps never
-- place the panelled wall course (32/33), so 50/51 is a counter
-- front here and nothing else -- the half cell it is drawn as costs
-- this id nothing at all, where GATE pays for it in the wall (see
-- the note there). Both ids run 50/51 `counter` now, so the three
-- rooms that share this drawing -- the two forest gates and
-- ROUTE_2_GATE -- finally match. Before this entry the room was a
-- pond with an island: 72 ($48) sank the north wall's top course, 50
-- ($32) sank all four counter fronts, and 20 ($14) sank the exit
-- doormat -- the three stale-cache water ids, all three placed in
-- one small room.
FOREST_GATE = {
-- the wall band, one 16px face: the speckled plaster course (72)
-- over its dark skirting (74), plus the door pane (41/43) drawn
-- above the walkable threshold, so the doorway reads as a recess
-- in the band rather than a door lying flat on the floor (pins are
-- look-only; the cell stays walkable). 72 is the $48
-- water-fallback trap and took the whole north wall down with it.
wall = { 41, 43, 72, 74 },
-- the four counters, half a cell high: end caps (7/8), the top
-- surface running north-south (23/24), and the front panel (50/51)
-- standing up as one clean 8px band with the surface riding the
-- top face. 50 is the $32 water-fallback trap -- unpinned, every
-- counter's front cell was a pond notch.
counter = { 7, 8, 23, 24, 50, 51 },
-- the potted palms down both side walls, three to a side, in the
-- THIN standee pool like every other interior plant: 5/6 crown,
-- 21/22 fronds, 37/38 over 53/54 the pot. They stack with no gap
-- between them, and each still segments as its own plant.
prop = { 5, 6, 21, 22, 37, 38, 53, 54 },
-- the exit doormat (4 over 20), drawn from straight above so it
-- lies flat; 20 is the $14 water-fallback trap.
ground = { 4, 20 },
-- Left to the derived default on purpose: the two floor checkers
-- (1/17) and the tile under the door panes (42/59) sit in walkable
-- cells, so the cell rule already lays them flat.
},
-- Celadon's department store and the rooms that share its blockset:
-- CELADON_MART_1F..5F and the ROOF, the two 2x2 lift cabins
-- (CELADON_MART_ELEVATOR, SILPH_CO_ELEVATOR), ROCKET_HIDEOUT_ELEVATOR,
-- the GAME_CORNER with its PRIZE_ROOM, and CELADON_DINER -- twelve
-- maps off one atlas. Everything the store owns was wrong: the
-- U-shaped sales counters read their whole north-south arm as one
-- drawing and towered to 48px (dragging the wall band they touch up
-- with them), the merchandise racks fused sideways into 32px
-- monoliths FOUR tiles deep -- the Poke Mart's failure exactly --
-- the diner and roof stools sit in walkable cells and so flattened
-- into the floor entirely, and three separate tiles fell into the
-- engine's stale water set and sank into ponds indoors.
LOBBY = {
-- The two exit cells of every map (the sliding-door threshold, 4
-- over 20). 20 is $14, which the stale-cache fallback counts as
-- water in EVERY tileset, and rule 2 judges the whole CELL by it:
-- both tiles of the doorway recessed into a pond lip just inside
-- the shop door. It is a flat mat, and the lift cabins use the
-- same pair for their car door.
ground = { 4, 20 },
-- The wall band stays ONE 16px face. The blank course (1) and the
-- skirting course below it (33) are the band itself; everything
-- else here is drawn BUILT INTO it at 16px, so wall height is the
-- drawn height and each reads as a fitting jutting from the band
-- rather than a tower:
-- 6/22 the framed notice beside the stairwell, every floor
-- 2/3/18/19 the pair of pay phones on 1F
-- 46/47 the floor-directory plaque (it also sits at the east
-- end of 1F's counter top, where 16px reads as a sign
-- board standing on the counter -- the one placement
-- that is not wall, and the least bad of the two)
-- 62/63 the lift call-button panel in both 2x2 cabins
-- 72/73/88/89 the framed picture (72 is $48, a water-set id, so
-- unpinned its top half sank)
-- 68/84 the roof's perimeter safety railing, drawn 16px tall
-- 75/76/77/78/79 the roof parapet and the Rocket lift's cabin
-- walls (79 also rings the roof map as its border block);
-- the Game Corner reuses 75/76/77/78 as the dark south
-- end of its machine banks, where 16px reads as the
-- bank's end cabinet
-- 91 the dithered wall course above the Prize Room counter
-- and the roof stairhead
-- 92/93 the Rocket lift's horizontal cabin frame
-- 70/71 NOT wall panelling: the round tables' lower-left and
-- lower-right rim ($46/$47). They are here to lift the
-- terrace and diner tabletops to the one height their
-- middle can be built at -- see the long round-table
-- note under `counter`. The tileset places them in the
-- two table blocks (29, 49) and nowhere else, so 16px
-- costs nothing anywhere in the group.
wall = { 1, 2, 3, 6, 18, 19, 22, 33, 46, 47,
62, 63, 68, 70, 71, 72, 73, 75, 76, 77, 78, 79, 84,
88, 89, 91, 92, 93 },
-- 3F's television sets ($0E/$0F/$1E/$1F): the one drawing in this
-- tileset that is a deliberate object with a body -- a black-framed
-- cabinet, a bezel and a lit screen, drawn face-on -- and the same
-- thing Red's living room stands up. Six placements: four on the
-- two goods counters, two against the east wall band. As `wall`
-- each was a 16px CUBE with the TV art folded onto one face, so the
-- counters wore grey filing cabinets and the TV shop read as a
-- stockroom. The standee pool cuts the drawing per pixel at 10
-- voxels of body instead, and the support rule does the rest: the
-- four counter sets are drawn directly above an authored 8px
-- `counter` row, so they STAND ON the counter and the tiles they
-- claim keep rendering as counter top rather than holing it. (The
-- art carries a full black frame with light margin inside it, so
-- the segmentation flood has nothing to drain and the whole set
-- survives.) Its own pool, away from `stool`, so a TV never stacks
-- with a chair drawn beside it.
billboard = { 14, 15, 30, 31 },
-- Every service counter in the group, half a cell high like the
-- Center's and the Mart's. One 8px band means the drawn front row
-- stands up and everything above it rides the TOP face in drawn
-- order -- which is what a counter arm running north-south IS: the
-- rows above the front are its top surface seen from above, not
-- height. Unpinned the arms measured their full 7-row run and
-- towered to 48px, taking the wall band they touch with them.
-- 38/39/41 the top surface and its end caps
-- 21/48/49 the south front panel and its end caps
-- 54/57 the arms' left and right side edges
-- 36/37/52/53 the games console and its controller laid out on
-- 3F's counter. This is pixel for pixel the drawing
-- Red's house pins `relief` -- a prop seen from
-- ABOVE -- and `relief` is the class it wants. It
-- cannot have it here: Structures.buildRelief anchors
-- its extrusion at y=0 and has no support lookup,
-- while every placement of this drawing in the
-- tileset is on a counter TOP. Pinned `relief` the
-- cell is claimed, dropped to floor level and punched
-- a 16x16 hole clean through the counter (verified
-- in-engine, pass-2 report). `counter` leaves the
-- console exactly where relief would put it -- flat,
-- flush with the surface, art on the top face, drawn
-- once -- and gives up only relief's three voxels of
-- lift. The report carries the one-place engine
-- change that would free it.
-- 9/25/85/86/87 the round tables of the diner and the roof
-- terrace: their north rim (9/25 = $09/$19) and the
-- pedestal course at the south (85/86/87).
--
-- THE ROUND TABLES in full, because the shape is a compromise. The
-- drawing (block 29, and the same four rows split across blocks 45
-- and 49 in the diner) is
-- $09 $27 $27 $19 an octagonal top seen from above, with
-- $36 $37 $37 $39 a pedestal drawn below its southern
-- $46 $37 $37 $47 rim
-- $55 $56 $57 $37
-- Its four INTERIOR tiles are $37, which is ALSO the light half of
-- the checkerboard floor and the plain upper wall of the Prize Room
-- and the roof stairhead, so $37 cannot be pinned at all (see the
-- closing note). Left to the detector those four are a two-row
-- column, which buildVolume reads as a repeat, floors at unit 2 and
-- builds at 16px -- and with the whole rim pinned `counter` at 8px
-- the terrace tables came out as grey CUBES sitting on trays.
--
-- So stop fighting the 16px and let it BE the tabletop: 70/71
-- ($46/$47, the lower-left and lower-right rim) move to `wall`, and
-- the table's whole front course then stands at the same 16px its
-- middle already does -- one flat disc, the drawn octagon on its
-- top face and the lower arc folded down its front. What stays at
-- 8px is the FAR rim (9/25, and the shared 39/54/57) and the
-- pedestal (85/86/87): the far rim is occluded by the 16px top in
-- front of it, and the pedestal is meant to sit low. 16px is also
-- the right height against the 8px `stool` chairs drawn around it
-- -- a terrace table you sit at, not a footstool.
counter = { 9, 21, 25, 36, 37, 38, 39, 41, 48, 49, 52, 53, 54,
57, 85, 86, 87 },
-- Free-standing merchandise racks and glass cases: TALL drawings,
-- not deep ones. The four-row rack (42-45 / 58-61 / 64-67 /
-- 80-83) stands two racks abreast on floors 2F-5F and along the
-- Game Corner's north wall, and the detector boxed each pair into
-- ONE 32px slab four tiles deep -- the Poke Mart's exact failure.
-- A bookcase rank collapses onto a one-cell-deep box at the full
-- drawn height instead, and the back rows become hidden floor, so
-- racks standing side by side stay separate objects with an aisle
-- behind them.
-- 34/35/50/51 is the glass display case / vending machine, which
-- the same rule fits at BOTH its drawn sizes: 16px where it wears
-- the 1F phones or the 3F TV above it, 24px where a counter cap
-- (38/41) tops it on the roof, the Prize Room and the Game
-- Corner. 50 is $32, a water-set id, so every one of these cases
-- stood in a pond before it was pinned.
bookcase = { 34, 35, 42, 43, 44, 45, 50, 51, 58, 59, 60, 61,
64, 65, 66, 67, 80, 81, 82, 83 },
-- The stools: the diner's chairs, the roof terrace's, the six
-- rows in front of the Game Corner's machine banks and the four
-- on 1F. Their cell's bottom-left tile is 23 ($17), which IS on
-- the tileset's walkable list, so rule 3 resolved every one of
-- them to flat ground and they vanished into the floor
-- completely. A pin is the only thing that overrides that. The
-- drawing carries a full black outline with the floor dither
-- showing at all four corners, so the standee segments cleanly --
-- and `stool` keeps its own pool, apart from anything it touches.
stool = { 7, 8, 23, 24 },
-- Deliberately NOT pinned:
-- $37 (55) is three different things -- the light half of the
-- checkerboard floor, the interior of the round tables, and
-- the plain upper wall of the Prize Room and the roof
-- stairhead -- and every class that suits one ruins the
-- others: `ground` holes the wall and the tabletop, `counter`
-- turns every second floor tile into an 8px lump, `wall` turns
-- it into a 16px pillar. The cell rules already answer the
-- floor (its cells are walkable through their $45 bottom-left
-- tile) and the wall (its cells are not), and the tabletop is
-- answered above by raising 70/71 to meet the 16px the
-- detector builds there. Left unpinned on purpose.
-- $10 (16) is pure black and the void rule already flattens it
-- to the interior darkness above the Game Corner's wall.
-- The stair openings (10/11/26/27, 40/56) and the lift doors
-- (12/13/28/29) all sit in WALKABLE cells and fold into the
-- facade on their own, which is what the doorway fold is for.
-- $20/$45 (32/69) are the two floors and are walkable.
},
-- Pewter's museum, both floors (the tileset shares the gates' atlas
-- image but is its own id). The exhibits were the worst case in the
-- whole building: 50 is $32, a water-set id, and it is the base row
-- of EVERY display case, so rule 2 judged each case's bottom cell
-- water and sank the fossil vitrines, the space shuttle and the
-- glass cabinets into ponds. 72 is $48 and is the wall band's upper
-- course, so the north wall recessed too -- leaving its lower course
-- alone as an 8px stub. On top of that the benches sat in walkable
-- cells and flattened away, the corner plants towered to 32px, and
-- both staircases (also walkable) were flat floor.
MUSEUM = {
-- the two street doors on 1F: the same $14 mat trap as the
-- department store's, flat
ground = { 4, 20 },
-- the wall band as one 16px face: the dithered upper course (72,
-- the $48 water-set id) over the skirting course (74), and the
-- two framed paintings hung in it (78/79)
wall = { 72, 74, 78, 79 },
-- The low partitions that divide both floors -- the tileset's own
-- counterTiles name 23 ($17) -- drawn exactly like the department
-- store's counter arms: a light top surface seen from above with
-- dark side edges. Half a cell, so they read as barriers you see
-- over rather than interior walls. Their north caps and their
-- south base rows belong to the case group below, at the same 8px.
counter = { 23, 24 },
-- Every vitrine in the museum, as tall drawings one cell deep:
-- 7/8/34/35 the run of eight glass cabinets along 1F's north
-- wall (7/8 is the cabinet's top surface, so the
-- rank wears it as its top face -- which is why it
-- is here and not in `counter` with the partitions
-- whose north cap it also draws)
-- 9/50/51 the low case at 1F's centre (9 the top surface,
-- 50/51 the base panels) and the base row under the
-- partition ends
-- 25/39/40/44/46/48/49/58/60/63/70/71/83 the fossil vitrine,
-- four drawn rows inside one black frame: the dark
-- top surface, the ammonite specimens on their
-- light bed, the placard, and the base. Two on 1F,
-- one on 2F. Collapsed to one cell of depth it
-- stands as a 32px case instead of a 16px lid
-- floating over a pond.
-- 64-69/80-91 the space-shuttle vitrine on 2F, the same drawing
-- shape three cells wide.
-- 50/51 is $32/$33 -- the water-set id that sank all of them.
bookcase = { 7, 8, 9, 25, 34, 35, 39, 40, 44, 46, 48, 49, 50,
51, 58, 60, 63, 64, 65, 66, 67, 68, 69, 70, 71,
80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91 },
-- the visitors' benches on 1F: their cell's bottom-left tile is
-- 18 ($12), which is on the walkable list, so they resolved to
-- flat ground and disappeared. Seat-height standees in their own
-- pool, like the department store's stools
stool = { 2, 3, 18, 19 },
-- the corner potted plants (crown 5/6/21/22, pot 37/38/53/54):
-- the THIN standee pool, like every other interior plant in this
-- profile. Unpinned they were a 32px two-cell tower.
prop = { 5, 6, 21, 22, 37, 38, 53, 54 },
-- the Old Amber in its rounded case, drawn face-on with a clean
-- black outline and a light margin at every corner: the standee
-- with body, segmented so the backing floods away and the amber
-- inside the outline stays
billboard = { 76, 77, 92, 93 },
-- 1F's staircase UP to 2F: a real rising flight climbing east,
-- the way the treads are drawn (low at the west, high at the
-- east). Its cell is walkable, so without the pin it was flat
-- floor with the stair art painted on it.
stair_e = { 12, 13, 28, 29 },
-- 2F's staircase DOWN to 1F: the same flight from above, so it
-- descends westward -- the player steps on at the east lip. Same
-- tile ids Red's bedroom uses for its stairwell, which is the
-- convention across Gen 1's interior blocksets.
stair_down_w = { 10, 11, 26, 27 },
-- Deliberately NOT pinned: 1 and 17 ($01/$11), the two halves of
-- the checkerboard floor. Every floor cell's bottom-left tile is
-- $01, which is walkable, so the cell rule already makes the whole
-- cell flat ground.
},
-- Cinnabar Lab and its three side rooms (trade, metronome, fossil),
-- the Fuchsia Warden's house, the Fuchsia meeting room and the Safari
-- Zone's secret house -- seven maps on one tileset. Every indoor
-- failure mode shows up here at once: the detector raised the machine
-- banks as 32px monoliths TWO cells deep, boxed the free-standing
-- shelf racks the same way (and CAPPED the metronome room's racks at
-- 16px because their book rows repeat, so a 32px shelf came out a
-- 4-tile-deep 16px slab), cut every lab bench into a patchwork of
-- 8/16/32px stubs, flattened the chairs into floor, merged the
-- meeting room's long partition with the corner plants into a 48px
-- tower -- and dropped six tile ids into the engine's stale-cache
-- water set, so the bench tops ($04/$05/$14/$15), the table's monitor
-- ($48) and the Warden's round specimens ($32) recessed into pond
-- lips inside the building. Oak's Lab (the DOJO entry) is the
-- reference: same rooms, same answers.
LAB = {
-- the wall band stays one 16px face. Blank courses ($22), the
-- pillar/corner that turns Cinnabar Lab's L ($23), the framed
-- Pokeball picture (16/17/32/33), the metronome room's row of
-- wall brackets (48/49 -- drawn INTO a band that is two cells
-- deep there, so both cell rows stay one 16px face), the vent
-- panel over Cinnabar Lab's three doorways (24/25), and the low
-- dark base course with its end caps (42/43) that the meeting
-- room's partition and the Warden's machine both stand on.
-- The Warden's big machine (87/88/89 top, 28/71/29 the dial row,
-- 36/37 the grille row, over 24/25 and the 42-34-34-43 base) is
-- ALSO wall: it is drawn 32px tall and free-standing, so a
-- `bookcase` would be the honest shape -- but its grille tiles
-- 24/25 are the very tiles Cinnabar Lab hangs in its wall band
-- above the doors, and its base row is the shared $22 band, so no
-- per-tile pin can make it 32px without either stubbing the Lab's
-- wall panel or splitting the machine into columns of different
-- heights. One clean 16px console beats both.
wall = { 16, 17, 24, 25, 28, 29, 32, 33, 34, 35, 36, 37,
42, 43, 48, 49, 71, 87, 88, 89 },
-- the equipment banks and the shelf racks: TALL drawings, not deep
-- ones. Each rank collapses onto a ONE-CELL-DEEP box at its full
-- drawn height and its back rows become hidden floor -- the
-- Dojo/Mart treatment, and the only thing that stops the fossil
-- room's and the secret house's machine walls from being 32px
-- blocks two cells thick. 69/70 + 85/86 are the cabinet tops,
-- 10/11 the dial faces, 74/75 + 90/91 the narrow filler columns,
-- 26/27 the plinth with its feet, 59 the black end pilaster;
-- 40/41 are the metronome room's and the meeting room's shelf
-- ranks.
--
-- 64/65/66 -- the TOP-TRIM row (one black line, one white
-- highlight, then grey) that every flat-topped unit in this
-- tileset wears -- are here too, and this is the load-bearing
-- decision in the entry. They used to be `table`. A `table` is
-- an authored upright BOX, and the support rule stands a pinned
-- standee drawn directly above an authored box ON it: every chair
-- on the FAR side of a table in this tileset is drawn directly
-- above that table's trim row, so the trade room's two north
-- chairs and the meeting room's spare chair were lifted onto the
-- tabletops -- and their cells were re-tiled as tabletop, marching
-- each table two tile rows north to meet them. A `bookcase` is
-- authored but is NOT a box (its art mode is the rank collapse),
-- so the support rule does not fire and those three chairs stand
-- on the floor where they are drawn.
-- Nothing else about the trim changes for the worse. Where it
-- caps a shelf rank (64/66 over 40/41 or 10/11, in the metronome
-- room, the meeting room, the fossil room and the secret house)
-- it simply becomes the rank's fourth row: the same 32px height
-- and the same top-face art the cap-adoption rule used to hand it,
-- minus the 12px stub the trim used to render as BEHIND the shelf.
-- Where it tops a table or the Warden's bench it becomes that
-- unit's own 8px back rim, tucked behind the 12px top.
-- (The one thing it costs is named in the report: the meeting
-- room's two partitions used to hand this trim to the 16px band's
-- TOP face -- the mesher gives a full-height course the authored
-- UPRIGHT row above it -- and now top with their own band art.)
bookcase = { 10, 11, 26, 27, 40, 41, 59, 64, 65, 66, 69, 70,
74, 75, 85, 86, 90, 91 },
-- the lab furniture, at table height. The benches in the fossil
-- and metronome rooms (2/3 the specimen tray, 4/5 + 20/21 the
-- microscope, 18/19 the tray's rack row) and the big lab tables
-- (80/81/82 the top, 83/58/84 the front rail and its legs).
-- 72/73 -- the monitor and the ball lying on the table -- ride the
-- table's authored height rather than standing as separate
-- cutouts, exactly as Oak's starter balls do; pinning them also
-- stops the display frame's black corner brackets from
-- auto-extracting into standing prisms. Four of these ids
-- ($04/$05/$14/$15) plus $48 are the tileset's water-fallback
-- traps: unpinned they sink into a pond lip in the middle of the
-- room. With the trim row moved to `bookcase` the top face of
-- each table now wears its own drawn surface instead of the trim
-- -- which is how the Warden's bench finally shows the monitor and
-- the Pokeball the artist drew on it.
table = { 2, 3, 4, 5, 18, 19, 20, 21, 58, 72, 73,
80, 81, 82, 83, 84 },
-- seats, the 8px standee pool, all of them in WALKABLE cells and
-- therefore flat floor until pinned: the four chairs round the
-- trade room's table and the meeting room's spare (14/15/30/31,
-- a whole cell each) and the little stool tucked under every lab
-- bench (6/7 its top edge, 22/23 its seat and legs). 6/7 also
-- carry the bench's apron along their top edge -- the standee
-- wears a thin dark cap for it, which is cheaper than dropping
-- the stool to a half-cell drawing with no floor margin.
-- The chairs on the far side of a table stay on the FLOOR only
-- because the trim row above them is no longer a box; see the
-- bookcase group.
stool = { 6, 7, 14, 15, 22, 23, 30, 31 },
-- the tall corner plants: two cells of drawing (44/45 + 60/61 the
-- frond crown, 46/47 + 62/63 the stem and pot), mostly silhouette,
-- so the THIN standee pool -- as in every other interior. The
-- detector had them at 0/8/16/24/32px depending on which corner
-- they stood in, and in the meeting room it fused them into the
-- partition and towered the pair to 48px.
prop = { 44, 45, 46, 47, 60, 61, 62, 63 },
-- the five round specimens in the Warden's house: one 16x16 cell
-- each, drawn ROUND with a dithered shell and a lit underside.
-- Neither a box nor a flat cutout reads them; the round archetype
-- carves a voxel ball per cell from the drawing's darkest-pixel
-- outline, which is what they are. 50 is a water-fallback trap,
-- so unpinned the row sat in five pond lips.
cylinder = { 50, 51, 67, 68 },
-- Deliberately NOT pinned: the checker floor (1/38) and the fossil
-- room's striped carpet (12/13) are walkable cells and already
-- flat; the doormat (39/55) likewise; the three doorways
-- (76/77 over 52/53) are walkable and the engine folds them into
-- the facade; Cinnabar Lab's black surround (54) is authored void
-- by the void rule; and the bench aprons 8/9 stay flat floor,
-- which is where the artist drew them -- inside the walkable cell
-- in front of the bench.
},
-- Celadon Mansion's three floors and its roof, plus the Celadon
-- chief's house -- five maps on one tileset. The mansion maps are
-- half interior and half OUTSIDE: the east third of every floor is
-- the open-air stair landing, so the entry has to keep an outdoor
-- strip flat while it furnishes the rooms. The detector towered the
-- display cabinets, boxed the potted palms into 32px 4-tile-deep
-- monoliths, raised the 2F larder cabinet as a 48px tower taller than
-- the walls, gave the same wall band three different heights
-- (8/16/48) on one map -- and sank the whole cabinet bank AND both
-- front-door mats into pond lips, because nine tile ids here
-- ($04/$14/$22/$23/$32/$33/$38/$48/$57) sit in the engine's
-- stale-cache water set.
MANSION = {
-- one 16px face for every wall course, indoors and out: the rooms'
-- north band (80), the interior partition (30) with its white top
-- rim (76/77), the doorway lintel over the front door (22/23), the
-- east exterior wall the landing runs along (74/75) with its
-- junction pieces (72/73 -- 72 is a water trap -- and 88/89), the
-- band's feet and corners (90/91/92/93), and the roof's own rim
-- and corner blocks (78/79). The roof parapet railing (15 over
-- 31, with end caps 42/43 and 33/49) is drawn a full 16px tall, so
-- it stays in the same band rather than dropping to `fence`: on an
-- open roof a knee-high rail reads as a kerb. 48 and 6/7 are the
-- rooftop shed's base course.
wall = { 6, 7, 15, 22, 23, 30, 31, 33, 42, 43, 48, 49, 72, 73,
74, 75, 76, 77, 78, 79, 80, 88, 89, 90, 91, 92, 93 },
-- the display cabinets along the north wall of 1F and the chief's
-- house: TALL drawings, not deep ones, so each rank collapses onto
-- a one-cell-deep box at its drawn height. 34/35 are the shelf
-- row of the short cabinets, 40/21 + 56/87 the two rows of the
-- tall ones (the pair with the trophy in the glass), 50/51 the
-- plinth. Their top row is 38/41, pinned `table` below because
-- the mansion's big tables wear the same trim -- the bookcase
-- builder adopts it as the rank's CAP, which lands the short
-- cabinets at 24px and the tall ones at 32px, exactly their drawn
-- heights. 45/46 + 61/62 + 63/47 is 2F's larder cabinet, four
-- drawn rows standing free of any wall: 32px and one cell deep
-- instead of the 48px tower the detector built.
-- Six of these ids are water-fallback traps ($22/$23/$32/$33/$38
-- /$57) -- the whole cabinet bank was a pond.
bookcase = { 21, 34, 35, 40, 45, 46, 47, 50, 51, 56, 61, 62, 63,
87 },
-- table height. The long tables in 1F and the chief's house
-- (38/39/41 top edge, 54/55/57 body, 60/58/59 the front rail with
-- its two legs) and the writing desks on 2F and 3F (36/37/52/53
-- the back edge with the papers and the ball on it, 64/65/66/67
-- the body). The desks' aprons (2/3/85/86 over 18/19) are drawn
-- into the WALKABLE cell in front and stay flat floor, which is
-- how the artist placed them.
-- Known compromise: the rooftop shed on CELADON_MANSION_ROOF is
-- drawn with the table's own top and body tiles (38/39/41 over
-- five rows of 54/55/57) with a door punched in its base, so it
-- comes out a 12px block rather than a shed. Nothing towers there
-- any more -- the detector had its east columns at 48px -- and no
-- per-tile pin can give one drawing two heights.
table = { 36, 37, 38, 39, 41, 52, 53, 54, 55, 57, 58, 59, 60,
64, 65, 66, 67 },
-- the stool at the 2F/3F desk: a whole cell of drawing (2/3 over
-- 18/19) sitting in a WALKABLE cell, so flat floor until pinned.
-- The 8px standee pool, seat height, as in Red's rooms.
stool = { 2, 3, 18, 19 },
-- the potted palms: two cells of drawing (68/69 crown, 8/9 fronds,
-- 70/71 stem, 24/25 pot), mostly silhouette, so the THIN standee
-- pool -- the same numbers the generic HOUSE entry uses, and the
-- same answer every interior plant gets. The detector had them as
-- 32px boxes four tiles deep.
prop = { 8, 9, 24, 25, 68, 69, 70, 71 },
-- the front-door mats of 1F and the chief's house. Their bottom
-- tile is $14, which the engine's stale-cache fallback counts as
-- water in every tileset, so the mat -- and the whole cell with it
-- -- recessed into a pond lip just inside the door. It is a flat
-- rug on the floor.
ground = { 4, 20 },
-- Deliberately NOT pinned: the interior checker floor (17), the
-- landing's open-air ground (1), the black surround (16, authored
-- void), the back and rooftop doors (81-84, walkable and folded
-- into their facade), the desk aprons (85/86), and the landing
-- edge (5).
-- CANNOT be pinned, engine-side: the four staircases (12/13/28/29
-- the rising flight, 10/11/26/27 the sunken one) are in this
-- tileset's doorTiles, and Structures' door fold OVERWRITES the
-- resolved shape of any door cell whose north neighbour is upright
-- -- without checking `authored` -- so a stair_e / stair_down_w pin
-- is silently discarded. The indoor flights therefore read as
-- doorways folded into the north wall band, which is at least what
-- they are (you walk into them from the room). The roof's two
-- flights, which stand clear of any wall, come out as a shallow
-- 8px lip -- a stairwell mouth, near enough -- and pinning them
-- `wall` would be worse: it would plug the openings with a 16px
-- block in the middle of the roof. See the report.
},
-- Silph Co's 11th floor (the president's office), Bill's house and
-- the Pokemon Fan Club -- three rooms that share one tileset and
-- almost no furniture. The detector raised Silph's side walls as
-- 48px towers (the drawn band is three cell rows deep, so it
-- measured the whole column), split the Fan Club's wall band across
-- 0/8/16px AND a pond lip, boxed Bill's two transporter drums into
-- 48px slabs five tiles deep, and left every chair flat because they
-- sit in walkable cells. Six ids here ($14/$1F/$32/$34/$40/$48) sit
-- in the engine's stale-cache water set -- including $1F, the main
-- FLOOR tile, which sank wherever it shared a cell with $48.
INTERIOR = {
-- the wall band, one 16px face throughout: the rooms' face-on
-- courses (52 upper, 68 lower; 16 in Bill's house and Silph's
-- outer band), the courses seen from above along the south and the
-- partitions (87 top, 88 bottom), the side walls (89/90), the end
-- caps and junction blocks (45/46), the framed Pokemon portraits
-- hung in the band (19/20 over 35/36), and the padded bench built
-- into the Fan Club's north wall (49/50/51 -- its lower half,
-- 65/66/67, is drawn into the walkable cell in front and stays
-- flat, the way the artist drew it).
-- 93/94 are Silph's CARD KEY door: the block only exists while the
-- door is locked (data.field.cardKey swaps it out), so it never
-- appears in maps.lua -- but the probe sees it, and unpinned it
-- came out 0px/8px in the middle of a 16px wall.
-- Bill's pipework belongs here too: the stubs either side of each
-- drum (32/48, 37/53) and the run between them (38/54), all drawn
-- 16px tall against the band.
wall = { 16, 19, 20, 32, 35, 36, 37, 38, 45, 46, 48, 49, 50, 51,
52, 53, 54, 68, 87, 88, 89, 90, 93, 94 },
-- Bill's two transporter drums: a TALL drawing (four rows of
-- cylinder plus a base course), not a deep one. The bookcase
-- collapse gives each drum one cell of depth at its full 32px
-- height instead of the 48px, five-tile-deep slab the detector
-- built, and its top face wears the drum's own lid. 7/8/9/10 is
-- the lid, 23/24/25/26 and 39/40/41/42 the barrel, 55/56/57/58 the
-- footing.
bookcase = { 7, 8, 9, 10, 23, 24, 25, 26, 39, 40, 41, 42,
55, 56, 57, 58 },
-- The big OCTAGONAL boardroom table -- the Fan Club's and Silph
-- 11F's, the same drawing in both -- half a cell high, and half a
-- cell on purpose. A `counter` is ONE band: exactly the drawing's
-- bottom row stands up as the front and every row above it rides
-- the top face IN DRAWN ORDER. For a table drawn in PLAN that is
-- the only class that reproduces the plan; a taller box wears its
-- NORTH row's art across the whole top face and smears it.
--
-- The octagon itself is cut at TILE granularity, which is the
-- finest the mesher has: an authored tile is its own 8x8 column,
-- so the bevel is drawn by choosing which tiles rise. Reading the
-- Fan Club rows (Silph is the identical shape eight rows further
-- down the map):
-- row 4 72 74 74 74 74 73 6 tiles wide
-- rows 5-8 72 <----- 8 tiles -----> 73 8 tiles wide
-- row 9 63 64 64 64 64 81 6 tiles wide
-- row 10 75 76 76 75 4 tiles wide
-- 72/73 are the north chamfer, 63/81 the south one, 77/78 the
-- straight flanks, 74 the north rim and 64 the top itself. 75/76
-- -- the front apron with its two drawn legs -- is pinned so the
-- octagon's south edge closes and the legs stand on the front face
-- instead of lying painted on the floor; it sits in the walkable
-- cell in front of the table, which is the cell a player stands in
-- to talk across it, and an 8px apron there reads as standing AT
-- the table (the same arrangement as the Center's counter).
-- 79 and 82, the OUTER corner of the south bevel, are `ground` --
-- see the ground group.
--
-- 91/92, the statue's pedestal, ride the top face here rather than
-- standing with the statue: those two ids are ALSO the wall band's
-- base blocks where a side wall meets the south course in Silph,
-- so six tiles at the foot of Silph's walls sit 8px instead of
-- 16px. It is a notch at the foot of a wall the player never
-- faces, and the alternatives are worse in both directions -- a
-- 16px stub standing in the middle of the boardroom table, or a
-- paper cutout standing at the foot of every south wall.
-- 40 and 48 are water-fallback traps: unpinned, the table's whole
-- north-west cell was a pond, and it dragged the floor tile $1F
-- sharing that cell down with it.
counter = { 63, 64, 72, 73, 74, 75, 76, 77, 78, 81, 91, 92 },
-- The Pokemon statue standing in the middle of both boardroom
-- tables: a per-pixel cutout, ONE voxel deep, standing ON the
-- table through the authored-box support rule -- a standee drawn
-- directly above an authored box rises from that box's top, which
-- is how the gym's bird statues stand on their plinths and the
-- potted plant stands on Red's table. 17/18 is the crown and the
-- head, 33/34 the face and the top rim of the pedestal it stands
-- in; the pedestal proper (91/92) stays `counter` under its feet.
-- The four claimed tiles keep rendering as the tabletop they were
-- cut out of, so the table is whole underneath.
-- `cutout` and not `prop`: the drawing has NO floor margin -- it
-- is surrounded on all four sides by the tabletop's own mid grey
-- -- and the cutout pool's stricter contract makes mid shades
-- background unconditionally, so the tabletop drains away cleanly
-- while the black outline, the paint whites and everything they
-- enclose survive. Pinned `counter` with the rest of the table
-- (what it was) the statue was painted FLAT on the tabletop.
cutout = { 17, 18, 33, 34 },
-- Bill's desk and the Silph president's, at table height: 11-14
-- the surface with the terminal and the ball on it, 27-30 the
-- front edge. Their aprons (43/44 + 91/92 on the row below) are
-- drawn into the WALKABLE cell in front; 43/44 belong to the stool
-- there, not to the desk.
table = { 11, 12, 13, 14, 27, 28, 29, 30 },
-- the seats: Bill's desk stool (43/44 over 59/60) and the Fan
-- Club's four members' chairs (61/62 over 59/60), a whole cell
-- each. All of them sit in WALKABLE cells, so they were flat
-- floor until pinned; the 8px standee pool puts them at seat
-- height, which is also where a character standing on the cell
-- ends up.
stool = { 43, 44, 59, 60, 61, 62 },
-- flat, and pinned flat on purpose. 31 is the rooms' floor tile
-- and needs no pin for its 980 walkable placements -- but the
-- water test runs per CELL on the engine's own stale set, BEFORE
-- any neighbouring pin can help, so the floor tiles sharing the
-- Fan Club's and Silph's north-west table cell with $48 sank into
-- the pond with it. A pin is the only rule that outranks it.
-- 1/2 are the curve of Bill's drums where they meet the floor,
-- drawn below the pinned barrel and flat where they lie.
-- 79/82 are the OUTER corner of the octagon's south bevel, one
-- tile beyond 63/81 on each side. Raised with the rest of the
-- table they squared both bottom corners off and left an 8px stub
-- standing in the floor a tile away from the table on each side;
-- flat they are what they are drawn as -- the table's cast shadow
-- where the bevel meets the floor -- and the octagon closes with a
-- clean 45 degree step on all four corners.
ground = { 1, 2, 31, 79, 82 },
-- Deliberately NOT pinned: the doormats (70/71) and Silph's warp
-- pads, stairwells and elevator mouth (3/4, 5/6/21/22, 83-86) are
-- walkable and already flat; 47 is the black surround outside the
-- building's footprint and the void rule authors it; 69 is the
-- shadow course under Bill's drums, drawn into a walkable cell and
-- correct flat.
},
-- The Cable Club rooms and the Bike Shop (one tileset, three maps).
-- COLOSSEUM and TRADE_CENTER are the same 5x4 room with a different
-- machine in the middle and a different board on the wall; BIKE_SHOP
-- reuses the same wall, floor and counter for a showroom full of
-- bicycles. Between them the three maps place every tile.
--
-- What was wrong: the Bike Shop's bicycles came out at 0 and 8 --
-- each bike sliced in half at ankle height with its top row missing,
-- and the leftmost rack fused into the wall and towered to 32. The
-- shop's whole L-shaped counter stood at wall height, a 16px slab
-- you could not see over. Both Cable Club rooms lost their stools
-- (a walkable cell, so they flattened to floor) and their machine
-- came out 0/8/16 in the same object. And the Game Boy link poster
-- above the door has $32 in its bottom-left corner, so the poster
-- had a pond in it -- the shore-set trap, and TRADE_CENTER's link
-- table carries the other one, $48.
CLUB = {
-- The wall band stays ONE 16px face. 6 is the striped panel,
-- 52 the fluted pillar that breaks it every three cells (its
-- rounded foot, 53, stands one row lower on the floor and is
-- walkable, so it stays flat ground in front of the band).
-- Drawn INTO the band and therefore wall as well: the two
-- bicycles hung on the Bike Shop's wall (1/2/3 over 17/18/19,
-- exactly two tile rows = exactly the band's height), the Cable
-- Club's link poster (48/49/50/51 -- 50 is $32, the shore trap
-- that had it recessing to -2), and the Trade Center's pair of
-- lit notice boards (63/68/68/69 over 66/67/67/70).
wall = { 1, 2, 3, 6, 17, 18, 19, 48, 49, 50, 51, 52, 63, 66, 67,
68, 69, 70 },
-- Counters, half a cell high -- the house rule for anything you
-- lean on. The Bike Shop's L: the till run's top (7/8, the
-- tileset's own counterTiles) with its inside corner (54), east
-- arm (16) and end cap (5), all over the front panel 23/24. 8px
-- is one clean band, so the drawn front stands up and the counter
-- top stays a top; at 12 or 16 it reads as a wall stub.
-- 71/72/73/74 is the TRADE_CENTER link table, which shares that
-- same 23/24 front: its surface is drawn from ABOVE (two Game
-- Boys lying on it, cables between), so it belongs riding the top
-- face, not standing up. 72 is $48, the second shore trap.
counter = { 5, 7, 8, 16, 23, 24, 54, 71, 72, 73, 74 },
-- The Colosseum's battle machine: a console drawn face-on, four
-- tiles wide and three rows tall, grilled side towers (59/62 and
-- 55/58), a dark screen bay (60/61, 56/57) and the two white
-- horns that crown it (64/65). 24px is its drawn height, so
-- `desk` folds the whole drawing upright as one machine instead
-- of the 0/8/16 rubble the detector left.
desk = { 55, 56, 57, 58, 59, 60, 61, 62, 64, 65 },
-- The two stools that flank each Cable Club machine: seat 42/43
-- over base 38/39, in every one of the four placements across
-- both rooms and nowhere else in the tileset. Their cells are
-- walkable, so without a pin they were floor; at seat height a
-- character standing on one sits on it.
stool = { 38, 39, 42, 43 },
-- The showroom bicycles -- six of them standing on the Bike Shop
-- floor, in two columns, each drawn 3 tiles by 2 side-on. The
-- THIN standee pool, not `bookcase`: a bike is nearly all air
-- (two wheel rings and a frame), and collapsing a rack of them
-- onto a one-cell-deep box at full height would trade six
-- bicycles for one blank 32px panel wearing a bicycle print. As
-- cutouts they segment cleanly -- the drawing has floor margin on
-- three sides and its own black outline seals the wheels -- and
-- the standee builder's connected-component split gives each bike
-- its own feet in its own cell even where a lower bike's
-- handlebar stem touches the wheel of the one drawn above it.
-- 11/12/14 the saddle and bar row, 27/28/9 the frame and wheels.
prop = { 9, 11, 12, 14, 27, 28 },
-- The crate and the standing pump beside the shop's south wall
-- (29/13 over 21/22), twice. A separate pool from the bicycles
-- on purpose, and the thicker one: a crate is a deliberate object
-- with a body, where a bike is a silhouette.
billboard = { 13, 21, 22, 29 },
-- The Bike Shop floor's second checker phase. It is NOT in the
-- tileset's walkable list, so the cells it floors resolve by rule
-- 4 and it rose as a wall stub -- or, worse, got swept into the
-- bicycle beside it and dragged to 8px. It is floor; it is flat.
ground = { 30 },
-- Left to the derived default on purpose:
-- $0F $1F the main floor checker -> walkable, ground
-- $0A $1A the dark slab under the Bike Shop's exit warp -> a
-- threshold mat, walkable, flat
-- $35 the pillar's rounded foot -> its cell is walkable
-- (you walk in front of the pillar), so it lies flat
-- against the 16px band, which is what a plinth does
-- $26-$29 $2C-$2F the octagon painted on both Cable Club
-- floors. Ground markings seen from above, and every
-- cell they sit in is walkable, so rule 3 already
-- keeps them perfectly flat. ($26/$27 are shared
-- with the stool bases above and pinned there; they
-- appear nowhere else in either room.)
},
-- The S.S. Anne, inside: both cabin decks and their corridors, the
-- bow, the kitchen, the captain's room -- and two Kanto houses
-- (Cerulean's badge man, Fuchsia's Good Rod fisher) that borrow the
-- liner's furniture set. Twelve maps, and SS_ANNE_CAPTAINS_ROOM plus
-- SS_ANNE_KITCHEN between them place every tile the group uses.
--
-- Everything was wrong here, in every one of the ways indoors goes
-- wrong. The wall-touching cabin table and the BED were merged into
-- the wall and towered to 32px, so a bunk read as a bank of lockers
-- wearing a porthole on top. The corridor wall band measured 24px
-- instead of 16. In the two houses the band came out at height 0 --
-- the drawing runs off the top of the map, so the detector had no run
-- to measure and the room had no walls at all. Every stool, chair and
-- staircase sat in a WALKABLE cell and flattened to floor, so the
-- captain's room had no stairs, no chairs and no seat. And the
-- barrels' top-left tile is $48, which the engine's stale-cache shore
-- set counts as water in every tileset but SHIP_PORT: each barrel had
-- a pond dug into its lid.
SHIP = {
-- The wall band stays ONE 16px face. Blank courses (16), the
-- lower trim (18/19), the portholes (2/3), and the band's corner
-- pieces where a corridor meets it (32/33 white, 48/49 trim,
-- 34/50 the black outer corner). $32 (50) is the shore-set trap:
-- unpinned it recesses into a pond lip in the middle of a
-- bulkhead, and it drags the whole 16x16 cell down with it,
-- because rule 2 judges a cell by its bottom-left tile.
--
-- The black rim is wall too, not void: 17 is the band's cap seen
-- from above (so the fold tops the bulkhead with it), 21/22 the
-- vertical faces that run down both sides of every corridor, 51
-- the ship's south bulkhead, and 5/6/37/38 the four corners of the
-- notch each cabin doorway is cut into. Left to the detector
-- these came out 8, 16, 24 and 48 in the same room. Only $01 --
-- pure black, the space OUTSIDE the hull -- is left alone: the
-- void rule flattens it, which is what darkness should do.
--
-- 14/15/30/31 are the cabin door drawn INTO the band (its cell is
-- walkable, since the player steps on it to warp, so unpinned the
-- door punched a flat hole through the wall). 84/85 are the
-- captain's chair BACK, drawn into the band above his seat -- so
-- the chair reads as a high-backed swivel chair jutting from the
-- wall instead of a separate tower. 45/61 are the bow deck's
-- rope rail and 46/47/62/63 its stepped bulwark: the same 16px
-- course, so the open deck is fenced at one height.
wall = { 2, 3, 5, 6, 14, 15, 16, 17, 18, 19, 21, 22, 30, 31, 32,
33, 34, 37, 38, 45, 46, 47, 48, 49, 50, 51, 61, 62, 63,
84, 85 },
-- Every table in the group, at 12px: the kitchen's three banquet
-- tables (twelve tile rows deep), the counter run along the
-- kitchen's south wall, the captain's desk, and the writing table
-- in the two houses. Corners 9/12, north edge 10, side edges
-- 25/28, the surface 44, the plain apron 11 and the drawer front
-- 59/60. One 8px band folds up, so the drawn apron stands as the
-- front and every row above rides the top face in drawn order --
-- which is how the tableware stays tableware: the plate (26), the
-- covered platter (64/65/80/81), the kitchen stove's burner grid
-- (53) and the captain's open book (68/69) are all drawn FROM
-- ABOVE, so they belong lying on the top face, not standing up as
-- cutouts. 59/60 doubles as the chest of drawers at the foot of
-- every cabin bunk; 12px puts it a hand above the mattress, which
-- is where a bedside chest belongs.
table = { 9, 10, 11, 12, 25, 26, 28, 44, 53, 59, 60, 64, 65, 68,
69, 80, 81 },
-- The cabin bunk: a mattress drawn from above, so its art stays on
-- the TOP face and it lies low. 70/71 the pillow, 86/87 the
-- mattress. (Its drawer end is in `table` above.)
bed = { 70, 71, 86, 87 },
-- Seats, in the standee pool: the round stool that appears in
-- every cabin, the badge house and the captain's room (7/8 seat
-- over 23/24 legs), and the captain's own chair (66/67 seat over
-- the same 23/24 base, its back pinned into the wall above).
-- Seat height 8 keeps a character standing on the stool's
-- (walkable) cell sitting at seat height rather than floating.
-- The drawings have real floor margin on all four sides, so the
-- black-outline flood eats the checker around them and leaves the
-- seat whole.
stool = { 7, 8, 23, 24, 66, 67 },
-- The captain's storage rack: three shelf ranks (54 left, 43
-- right) drawn four tile rows tall against the wall. TALL, not
-- deep -- the bookcase builder collapses it onto one cell of depth
-- at its drawn height, and adopts the row above (9/12, pinned
-- `table` as the tabletop corners they also are) as its cap.
-- Boxed by the detector it was a 16px stub with the wall beside it
-- towered to 24.
bookcase = { 43, 54 },
-- The galley barrels -- three down the kitchen's east wall, one in
-- the captain's room, one in each house. A per-pixel cutout in
-- the THIN pool, the treatment Lt. Surge's trash cans get: 72/73
-- the lid, 88/89 the banded body. 72 is $48, the shore-set trap
-- that had each barrel resolving to water at -2.
prop = { 72, 73, 88, 89 },
-- The stairs, both flights, in every map that has them (1F, 2F,
-- 3F, B1F and the captain's room). Same two drawings the whole
-- game uses, and the warp table says which is which: 41/42/57/58
-- is the light flight that always leads UP a deck, climbing east
-- the way its treads step; 39/40/55/56 is the dark stairwell that
-- always leads DOWN, sinking westward. Both cells are walkable,
-- so unpinned both were flat floor and the decks did not connect.
stair_e = { 41, 42, 57, 58 },
stair_down_w = { 39, 40, 55, 56 },
-- Left to the derived default on purpose:
-- $01 pure black outside the hull -> void, flat darkness
-- $04 $23 deck planking and grating -> walkable, ground
-- $0D $1D cabin floor checker -> walkable, ground
-- $4A cabin door threshold -> walkable, ground
-- $24 $34 the dark slab under the exit warp in the cabins and
-- the two houses: a threshold mat with no wall around
-- it, walkable, and flat is the honest reading
-- $14 the SEA around SS_ANNE_BOW. It is the one tile id
-- the stale-cache water set names in every tileset,
-- and here that guess is simply RIGHT -- the bow deck
-- really does stand in open water, so it is the one
-- trap tile in this group that must NOT be pinned.
},
-- Vermilion Dock: the quay, the boarding gangway, and the S.S. Anne
-- herself moored alongside. One map, and it is the only place in
-- the game where a whole VESSEL is drawn as map art rather than as a
-- building sprite.
--
-- The detector read the liner as a volume and raised her 48px --
-- three cells, taller than she is long is wide -- with her columns
-- stepping 48/40/24/0 across the hull, so the drawing was folded
-- UPRIGHT and smeared up a lumpy monolith. Both ends of the hull
-- fell to 0 instead, and the port bow ($40/$41/$51) sat in a cell
-- whose bottom-left tile is open water, so rule 2 sank it to -2 and
-- the ship had a hole in her nose.
--
-- (This tileset is the one place the engine does NOT count $32 and
-- $48 as shore -- Map.lua's NO_SHORE_TILESETS -- because $32 IS the
-- gangway here. So the usual shore trap does not apply, and $14 is
-- honest open water. Nothing in this entry is dodging a water
-- fallback; the whole entry is about the ship.)
SHIP_PORT = {
-- The hull, every tile of her, as a `roof`: a box wearing its art
-- on the TOP face. That is what the drawing IS -- the liner seen
-- from above and slightly astern, funnels and boats and deck rail
-- on the top rows, hull plating on the bottom two -- so folding it
-- upright was always going to smear. 28px of freeboard reads as a
-- liner beside a quay at 0 and water at -2 without towering, and
-- the side bands crop from each edge tile's own art, so the flank
-- the player faces wears the hull plating that is drawn there.
-- Rows north to south: bow rail and boat deck (0/2-7/9/11-15),
-- superstructure (16-31), midships (32-47), waterline strake
-- (48-53 and 61-63 in the stern), hull plating (64-69, 77-79) and
-- the boot topping (81-85, 90-93).
roof = { 0, 2, 3, 4, 5, 6, 7, 9, 11, 12, 13, 14, 15,
16, 17, 18, 19, 21, 22, 23, 24, 25, 28, 29, 30, 31,
32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 44, 45, 46, 47,
48, 51, 52, 53, 54, 55, 56, 57, 61, 62,
64, 65, 66, 67, 68, 69, 77, 78, 79,
81, 82, 83, 85, 90, 91, 93 },
-- The quayside crates, a 2x2-tile box each (86/87 lid, 1/80
-- body), stacked two cells deep in all four corners of the dock,
-- and the pallet stacks flanking the gangway head (49). A crate
-- IS a 16px cube: one course, art folded up the face it shows.
-- Unpinned the corner stacks fused into one taller volume.
wall = { 1, 49, 80, 86, 87 },
-- The delivery van parked on the north quay: drawn face-on, four
-- tiles by two, with clear pavement all round it -- so it takes
-- the standing per-pixel cutout with a body (10 voxels), not a
-- rectangular block that would swallow the air above its cab.
-- 72/73/74/75 the cab and box, 88/89/60/76 the wheels and skirt.
billboard = { 60, 72, 73, 74, 75, 76, 88, 89 },
-- Left to the derived default on purpose:
-- $0A the quay's paving -> walkable, ground
-- $32 $3B the gangway planks -> walkable, ground, so the walk
-- from the quay to the warp stays flush at 0 and
-- meets the hull's flank rather than climbing it
-- $14 open water -> the tileset's own water, -2
-- $3A the shaded strip along the quay's foot. Its cell's
-- bottom-left tile is water, so rule 2 puts it at
-- water level -- which is correct: it is the dock's
-- shadow lying ON the water, and the 2px lip between
-- it and the paving is exactly the shoreline the
-- water class exists to draw.
},
-- The facilities: twenty-one maps off one 96-tile atlas -- Silph Co's
-- ten office floors, the four Rocket Hideout basements, the four
-- Pokemon Mansion floors, the Power Plant, and the Cinnabar and
-- Saffron gyms. One pin therefore has to read right in a laboratory,
-- an open-plan office, a burnt mansion and a gym at once; where a
-- graphic genuinely means two things the note says which reading won.
-- The failures are the usual indoor ones, louder: the detector raised
-- whole wall COLUMNS to 48px, stood the lab consoles up as 32px
-- cabinets towering over the very band they are drawn INTO, fused
-- vertical runs of computer terminals into 48px monoliths, boxed the
-- potted-plant rows into one slab wearing leaves on its top face, and
-- left both staircases lying flat on the floor. Silph Co's lobby
-- island is tile $14 -- the engine's stale-cache water id -- and sank
-- into a pond in the middle of the foyer.
FACILITY = {
-- The wall band stays ONE 16px face: the dark courses (42/58
-- horizontal, 43/44 vertical, 45/46 the top corners, 59/60 the
-- bottom caps) and Silph Co's own pale striped band (87/89). A
-- north-south run of 43/44 is one continuous drawing, so unpinned
-- the detector measured the whole column and raised it to 48.
--
-- Everything DRAWN BUILT INTO that band is `wall` too, the
-- Center's-healing-console rule, so it reads as equipment jutting
-- from the band rather than a separate tower:
-- 74/75 the machine's two dials over 76/77 its footed base -- one
-- graphic serving the Cinnabar Gym's quiz consoles, Silph Co's
-- and the Power Plant's equipment banks and the Mansion's lab
-- rigs. Drawn three rows tall under a one-row wall cap, which
-- is why the detector called it 32
-- 9/10 screen over 25/26 base: the computer terminal. It is
-- ALSO the free-standing maze wall of Rocket Hideout B2F/B3F
-- and the terminal rows of the Power Plant hall, and 16 -- its
-- drawn height -- is right in every one of them
-- 64/80 the Mansion 2F balustrade seen face-on, 65/81 its
-- north-south run. 65 repeats down a whole column, so it
-- towered exactly like the wall did
-- 86/88 the lift doors of Silph Co: a walkable warp cell, but a
-- pin is look-only, so the doors stand in the wall band
-- instead of lying flat as a mat (the Center does the same
-- with its window/warp tile)
-- 8/24 and 36/37 the shutters the card-key doors and the
-- Cinnabar Gym quiz gates stamp CLOSED at runtime
-- (field.cardKeyDoors' blocks $54/$5F/$2D). They are in no
-- map's block list, so nothing but this line covers them; the
-- detector read them as an 8px stub lying in the doorway
wall = { 8, 9, 10, 24, 25, 26, 36, 37, 42, 43, 44, 45, 46,
58, 59, 60, 64, 65, 74, 75, 76, 77, 80, 81, 86,
87, 88, 89 },
-- The tall display cabinet of the Mansion and Silph 3F/8F/9F: cap
-- row 40/41 over two ranks of 56/57, one cell wide and drawn FOUR
-- rows tall. A tall drawing, not a deep one, so it takes the
-- Mart's shelf-rack treatment and collapses onto a one-cell-deep
-- box at its full 32px -- as `wall` it flattened into a bench two
-- cells deep, which is the shape of its footprint, not the shape
-- of the thing. Its base course is the computer terminal's own
-- 25/26, listed under `wall` above and therefore shared: that
-- stays a 16px block, and reads as the cabinet's plinth.
bookcase = { 40, 41, 56, 57 },
-- The grey slab family -- every desk, bench, worktop and service
-- counter in the tileset is cut from these seven pieces: 13/14 the
-- top corners, 2 the top edge between them, 29/30 the body's side
-- edges, 53 its fill, 68/69 the legs, 18 the counter's front panel
-- (the tileset's own counterTiles).
--
-- `counter` -- 8px, half a cell -- not `table` or `desk`, because
-- the drawing is a TOP surface seen from above with one row of
-- front elevation at its south end: one clean band folds exactly
-- that bottom row (68/69 legs, or 18) up as the front and rides
-- every row above it on the top face in drawn order, which is what
-- a seven-cell Silph Co bench actually looks like. At 12 or 16
-- the same drawing reads as a wall stub, the failure the Center's
-- counters are pinned against.
--
-- 13/14 and 29/30 double as the CAP and body of the wall consoles
-- (blocks $60/$62/$64/$66/$7F). The benches win the tie on count
-- -- 142 block placements across 18 maps against the consoles' 105
-- across 14 -- and the compromise costs the consoles nothing: the
-- capped rows sit NORTH of the 16px dial face, so an 8px ledge
-- behind a 16px machine is occluded from every southward camera.
counter = { 2, 13, 14, 18, 29, 30, 53, 68, 69 },
-- Plants, the thin standee pool, as in every other interior. Two
-- drawings: the tall potted palm of Silph Co, the Hideout and the
-- Mansion (crown 5/6/21/22 over pot 7/15/23/31, a 1x2-cell
-- object), and the gym planter of Cinnabar, Saffron and the
-- Mansion (crown 39/47, bowl 55/63, box 61/62). Unpinned the
-- detector fused a six-plant row into one box wearing the leaf
-- dither as a lid. The crown's checker highlights share the
-- floor's shades so the mask drains some of them -- the same
-- accepted trade as the Center's bush.
prop = { 5, 6, 7, 15, 21, 22, 23, 31, 39, 47, 55, 61, 62, 63 },
-- Both flights UP, both climbing EAST. 3/4/19/78 is the one-cell
-- open staircase of the Mansion (1F->2F, 2F->3F) and the Hideout
-- (B1F->Game Corner): white treads whose risers step up toward the
-- upper right. 90/91 over 67/52 is Silph Co's own stairwell, set
-- into the north wall band on every floor -- courses of tread whose
-- east ends step back one notch at a time. BOTH cells are
-- WALKABLE (19 and 67 are the tileset's warp tiles), so unpinned
-- they resolved to flat ground and the steps were painted on the
-- floor. Silph's drawing is the one genuinely ambiguous flight in
-- the tileset -- read as a west rise it builds a ramp that leaves a
-- gap against the east jamb, so east it is, which also makes one
-- consistent story out of every up-stair in the group.
stair_e = { 3, 4, 19, 78, 52, 67, 90, 91 },
-- The staircase DOWN (11/12/27/28): three treads in a black
-- stairwell, shortening and darkening west to east, so the flight
-- descends EAST into the dark. One graphic again, for every
-- down-stair in the group. (Where the Mansion 3F variant hangs
-- directly under the wall band, block $73, the engine's door fold
-- claims the cell first -- 27 is one of the tileset's doorTiles --
-- and stands the art up in the band as a doorway. That reads
-- fine, and the fold runs after this profile, so it is not
-- something a pin can or should undo.)
stair_down_e = { 11, 12, 27, 28 },
-- The rubble drifts of the Mansion and the Power Plant (83/84 over
-- 54/38): two black-outlined boulders per cell on a plain grey
-- ground, tiling wall-to-wall across whole rooms. Drawn ROUND, so
-- they take the overworld canopy's archetype -- one voxel hull per
-- 16x16 cell carved from the darkest-pixel outline -- which is the
-- only class that keeps a repeating field as separate lumps: a
-- standee pool would cluster a whole drift into one giant flat
-- cutout, and the volume path gave 16px slabs with 48px towers
-- wherever a drift touched a wall.
cylinder = { 38, 54, 83, 84 },
-- Silph Co 1F's lobby island (tile $14), the cross-shaped dither
-- the reception terminals ring. $14 is one of the three ids the
-- engine's stale-cache water set claims in EVERY tileset, and it
-- is not on this tileset's walkable list, so it fell straight to
-- `water` and opened a pond in the middle of the foyer. It is a
-- floor-level mat drawn from above: flat.
ground = { 20 },
-- Left to the derived defaults on purpose, having been checked:
-- 51, the Hideout's black fill, is all-black art, so the void
-- rule already flattens it -- which is what a room's interior
-- darkness should be
-- 32/33/48/49 -- the four quarter-tiles the Hideout's spinner
-- arrows and the Saffron/Silph warp diamonds are assembled
-- from -- and 94, the Hideout's floor panel, are on the
-- tileset's walkable list and come out flat ground unaided
-- 1 (the checker floor), 17 (the Mansion's upper-floor boards)
-- and 66/82 (the entrance carpet) likewise
-- the other two stale-cache water ids, $32 and $48, are never
-- placed by any of the twenty-one maps, so only $14 above
-- needed the guard
},
-- Pokemon Tower's seven floors and Agatha's room (one tileset).
-- Every floor is the same octagonal chamber: a ring of wall panels
-- ($09/$0A over $19/$1A) cut out of a mid-grey mass ($11), with a
-- field of gravestones inside it, and Agatha's room is that chamber
-- shrunk. The ring and the mass the detector already reads as one
-- 16px course (probed) -- they are listed anyway so the answer is
-- authored rather than inferred from a repeat count, and so the
-- panels can never fuse into the gravestones that touch them.
-- What the detector got WRONG was everything else: the headstones
-- came out as 8px stubs with their arched tops dropped, both
-- stairwells were flattened by the walkable-cell rule, and the
-- potted palms lost their crowns to a 16px box.
-- (Nothing here needs pinning against the void rule: the tileset's
-- one all-black tile is $47, and no map in the group places it.)
CEMETERY = {
-- One 16px course: the chamber's wall ring ($09/$0A over
-- $19/$1A), the grey mass beyond it ($11) so the room reads as a
-- chamber cut into solid stock rather than a fence standing on a
-- plain, and Agatha's north band ($20 over $30).
wall = { 9, 10, 25, 26,
17,
32, 48 },
-- The reception counter of POKEMON_TOWER_1F -- the only counter in
-- the group, and the ROM's own counterTiles for this tileset name
-- $12 as exactly that. It is an L that fences the receptionist
-- into the south-east corner: the east-west arm drawn face-on
-- ($02 the surface over $12 the front panel, eight cells of it)
-- meeting the north-south arm drawn from above ($1D/$1E, eight
-- tile rows, which the volume path would have towered to 64px).
-- The first pass put all four in `wall` and the barrier came out
-- a full-height partition with the receptionist hidden behind it
-- to the shoulders. Half a cell is what a counter is: she leans
-- on it, the drawn surface ($02) rides the top face and the drawn
-- panel ($12) folds up the front, and both arms come out the same
-- height so the corner turns cleanly instead of stepping. The
-- cells stay blocked either way -- pins are look-only.
counter = { 2, 18, 29, 30 },
-- The gravestones ($05/$06 over $15/$16): a headstone drawn
-- face-on, one per cell, 314 of them across the seven floors and
-- Agatha's room. The volume path measured the drawing as its
-- bottom row alone and left an 8px stub -- the plinth without the
-- stone. `post` is the per-CELL standee pool: each cell is
-- extracted on its own as a per-pixel cutout 6 voxels deep, so
-- the arched top comes back and a 4x2 block of graves stands as
-- eight separate stones instead of one 32px sheet with the back
-- row floating above the front (which is what one shared
-- billboard cluster would have made of them). The stone's white
-- side margins let the background flood in; its own white checker
-- band is sealed by the black arch and survives.
post = { 5, 6, 21, 22 },
-- The flight UP to the next floor ($03/$04 over $13/$14): real
-- rising steps, climbing east the way the risers are drawn (short
-- at the west, tall at the east -- the same drawing idiom as Red's
-- house). Its collision tile is $13, which IS in the tileset's
-- walkable list, so rule 3 had laid the whole flight flat; and its
-- south-east tile is $14, the water-fallback trap id -- harmless
-- only because the cell's own bottom-left is $13, and pinned here
-- so it can never matter.
stair_e = { 3, 4, 19, 20 },
-- The flight DOWN ($0B/$0C over $1B/$1C): a sunken stairwell.
-- The drawn step edges are high and lit at the WEST and fall away
-- dark to the east, so the flight descends eastward -- the mirror
-- of Red's bedroom stair. Walkable ($1B) and flattened for the
-- same reason as the flight up.
stair_down_e = { 11, 12, 27, 28 },
-- The potted palm that flanks Mr. Fuji's shrine on 7F and stands
-- in Agatha's room ($27/$2F crown, $37/$3F fronds, $3D/$3E
-- planter): a plant, so the THIN standee pool, like every other
-- interior plant. It is drawn 24px tall across THREE tile rows,
-- which is why the box path dropped its crown row entirely and
-- kept a 16px planter; a standee takes the whole drawing at its
-- real height. It backs onto the wall ring, and a separate pool
-- keeps it from being absorbed into it.
prop = { 39, 47, 55, 63, 61, 62 },
-- (Nothing else needs an entry. The tower's floor ($01) and 5F's
-- healing pad ($22) are walkable, so rule 3 lays them flat where
-- they are drawn; the mass, ring, graves, stairs and palm above
-- are every other tile the eight maps place.)
},
-- The two Underground Paths (Route 5<->6 north-south, Route 7<->8
-- west-east): one blockset, two maps, and the plainest geometry in
-- the game -- a tiled corridor cut out of black. Most of it was
-- already right, because the black it is cut from ($10) is solid
-- black and the void rule flattens it (`10v00` over every border
-- block), and the lattice floor ($0B/$0C) with the diagonal shadow
-- strip along its west wall ($15/$18) are walkable and lie flat.
-- Two things were not.
--
-- The SOUTH rim. The corridor's near wall is drawn as a single 8px
-- light line ($02) with black under it, so the volume builder
-- measured a one-row drawing and raised half a course -- an 8px
-- kerb (`02w08` along the whole bottom row of
-- UNDERGROUND_PATH_WEST_EAST) facing a proper 16px far wall
-- (`06w16`/`09w16`). Pinned, the corridor closes with one band all
-- round. The east and west rim lines ($16/$17) already read 16 --
-- their columns repeat -- and join the same authored course so the
-- whole enclosure is one decision.
--
-- The STAIRS. $03/$04 over $13/$14 is a real flight drawn in
-- profile, treads climbing to the upper right, and it is the warp
-- back up to the surface at both ends of both corridors. Its cell
-- is walkable, so it resolved to flat ground and the staircase was
-- a painting (`03g00 04g00 / 13g00 14g00`). stair_e builds the
-- flight the drawing shows, rising east. $14 is also the $14
-- WATER-FALLBACK id: the walkable cell was hiding the trap here
-- rather than dodging it, and the pin settles it either way.
UNDERGROUND = {
wall = { 6, 9, -- $06 over $09, the far wall band
2, -- $02, the near wall's light line
22, 23 }, -- $16/$17, the east and west rims
stair_e = { 3, 4, 19, 20 }, -- $03/$04 over $13/$14
-- The blockset also carries the wall's unplaced corner variants
-- ($05/$08 north-west, $07/$0A north-east, $11 south-west, $12
-- south-east). Neither map places them; they belong with the
-- wall band above if one ever does.
},
-- The approach to the Pokemon League: two maps, INDIGO_PLATEAU (the
-- forecourt the League itself stands on) and ROUTE_23 (the long
-- climb up to it, with its badge-check gates). Everything this
-- blockset draws is one piece of architecture -- striated rock
-- walls, white pillars, and the bird STATUES that line both the
-- avenue and the plaza. 29 of its 73 blocks are never placed, so
-- every tile named below really is one of these two maps'.
--
-- A statue is built exactly like the badge gyms' (see GYM above):
-- one cell of FIGURE ($10/$12 over $28/$29) standing on one cell of
-- PLINTH ($15/$16 the cap over $30/$31 the plaque). 47 of them --
-- 12 on INDIGO_PLATEAU, six a side down the avenue, and 35 more
-- across ROUTE_23's plaza (blocks $42/$43; the $25/$26 twins that
-- stand the same statue on grass are never placed).
--
-- What the detector made of them is the bug this entry exists for.
-- On the avenue the statues stack with NO gap: the plinth's plaque
-- row is drawn directly above the next figure's head, so the
-- flood-fill joined all six of a column into ONE region 24 tile rows
-- tall, and the volume builder's repeat scan read 32px down one half
-- of the drawing and 24px down the other. Each row came out as a
-- continuous stepped RIDGE of boxes wearing the statue art folded
-- onto its south face -- probed INDIGO_PLATEAU tiles (16,12)-(17,35)
-- at 32/24 and (22,12)-(23,35) mirrored. ROUTE_23's plaza statues
-- stand alone and fared no better: 24px boxes with the figure's top
-- row skipped outright.
--
-- Pinned the gyms' way the ridge becomes statues. The plinth is a
-- SOLID 16px `wall` block; the figure is a per-pixel cutout 5 voxels
-- deep (the thin `prop` pool) that rides the plinth's top face
-- through the authored-box support rule and collapses to the
-- plinth's SINGLE cell of footprint -- Structures' wall-support case,
-- so the base never marches backwards.
--
-- The one thing the gyms did not have to deal with: $28/$29 is
-- SHARED. The same bird is drawn again at the foot of every white
-- pillar, framed there by the pillar's black edge ($25/$26 over that
-- same $28/$29, blocks $18/$1B) -- 80 of them, 76 down ROUTE_23 and
-- four on INDIGO_PLATEAU (its two outer corners and the pair
-- flanking the League's recess). So $25/$26 joins the same pool:
-- pinning half a cell would have stood a half-height bird under a
-- wall. That in turn is why the pillar itself is pinned -- see the
-- last paragraph of `wall`.
PLATEAU = {
-- ONE 16px course for every piece of masonry here.
--
-- $03 is the striated rock face, 2436 placements and the bulk of
-- both maps. It already read 16 nearly everywhere, but in the
-- columns of INDIGO_PLATEAU's rim that stand over a corner pillar
-- the repeat scan came out 24 -- a stagger in the plateau's
-- skyline (probed `03w24` at tiles (8,0)-(9,2), (12,0)-(13,2) and
-- their two mirrors). Authored, the rim is one course.
--
-- $0D/$0F/$0E are the League's outer wall -- top band, face and
-- base. The same three tiles draw the Pokemon League's own
-- facade, the long walls flanking the avenue, and every
-- badge-check gate down ROUTE_23.
--
-- $15/$16 + $05/$06 + $30/$31 are the pilaster: cap, shaft, and
-- the plaque base. $15/$16 over $30/$31 IS the statue's plinth --
-- the artist drew the same stone twice -- which is why one pin
-- serves the gate corners and the statues alike.
--
-- $2E/$2F the white pillar shaft and $20/$21 its cap change no
-- HEIGHT: they derive 16 already. What the pin buys is
-- `authored`, which is exactly what the prop support rule tests.
-- Without it a pillar-foot bird finds no support, drops to ground
-- level, and leaves a hole punched clean through the pillar
-- (probed, shot, then fixed).
-- TWO courses (32px) for the masonry that ENCLOSES both maps -- the
-- plateau's rim and every wall around the terraces. It is drawn two
-- cells tall, which is exactly the height of a statue on its plinth
-- (a 16px plinth under a 16px standee), and that is the read: you are
-- walking in a walled compound whose wall matches the statues lining
-- it, not a room with a 16px skirting. At one course the rim was a
-- kerb you appeared to look over.
--
-- $03 the striated rock face, $0D/$0F/$0E the League's outer wall
-- (top band, face, base -- the same three tiles draw the League's
-- facade, the walls flanking the avenue and every badge-check gate
-- down ROUTE_23), and $2E/$2F the white pillar shaft with $20/$21 its
-- cap. These four groups are the enclosure.
cliff = { 3, 13,
32, 33, 46, 47 },
-- THE GATE WALLS, stacked rather than laid out in depth. $0D/$0F/$0E
-- (13/15/14 -- top band, face, base) draw the League's facade, the
-- walls flanking the avenue and every badge-check gate down ROUTE_23,
-- as FOUR tile rows: 13 / 15 / 15 / 14. That is 32px of artwork
-- depicting one wall, and at one class per row it built four boxes
-- marching north, so the wall was 32px DEEP -- you saw the southmost
-- row's face and the rest hid behind it.
--
-- `bookcase` collapses the run onto a single one-cell-deep box at its
-- full drawn height: bands from the south are base, face, face, top
-- band, and the two rows behind are vacated. Same mechanism the
-- Mart's back wall uses.
-- ...and the PILASTER stacks with it. $05/$06 is its shaft, and it
-- is drawn only ever inside a pilaster, so it needs no rule. Without
-- this the pale columns stood 16px against a 32px brown wall and
-- their top vertices sat a whole course below the wall's crown.
bookcase = { 14, 15, 5, 6 },
-- Tile 13 is DUAL-USE and needs resolving per position. It is the
-- gate wall's TOP BAND (block $28's first row) and it is also the
-- BASE COURSE under a column of rock face (blocks $18/$1A/$1B, last
-- row). Pinned `bookcase` outright the second use became a one-row
-- rank -- an 8px stub under the rock, 352 of them over both maps.
--
-- ABOVE cannot tell them apart, which is what `when_below` is for.
-- Scanned over both maps through the engine's own tileAt, the tile
-- above a 13 is the rock face $03 for 140 base courses AND for 64
-- gate bands -- so a rule on `above` misfires on those 64 (it did:
-- their runs came out 2 and 3 bands instead of 4). BELOW splits it
-- exactly: the wall's own face $0F sits under the top band and under
-- nothing else, 336 against 352. So 13 defaults to `cliff` and is
-- promoted where the face is drawn beneath it.
--
-- 14 and 15 need no rule: 14 only ever sits under 15, 15 only ever
-- under 13 or 15.
when_below = {
[13] = { { below = { 15 }, class = "bookcase" } },
-- The pilaster's CAP ($15/$16) is the same stone as the statue's
-- plinth top -- the artist drew it twice -- so it too resolves per
-- position. Scanned over both maps: a cap with the shaft $05/$06
-- beneath it is a pilaster (76 of them) and one with the plaque
-- base $30/$31 beneath it is a statue's plinth (47). Default
-- `wall`, promoted here, so the plinth keeps its single course and
-- the statue standing on it still totals the 32px the wall is.
[21] = { { below = { 5 }, class = "bookcase" } },
[22] = { { below = { 6 }, class = "bookcase" } },
},
-- The other two ends of the same pair of drawings, keyed the other
-- way round. A pilaster is capped at BOTH ends, so its lower cap has
-- the shaft ABOVE it (8 placements); and the plaque base $30/$31 is a
-- pilaster's foot when the shaft is above it (68) but a statue's
-- plinth bottom when the cap $15/$16 is (47).
when_above = {
[21] = { { above = { 5 }, class = "bookcase" } },
[22] = { { above = { 6 }, class = "bookcase" } },
[48] = { { above = { 5 }, class = "bookcase" } },
[49] = { { above = { 6 }, class = "bookcase" } },
},
-- The vacated rows behind a collapsed wall take the cell ABOVE the
-- run rather than the default hidden floor: here that is more rock
-- face on ROUTE_23 and the plateau's paving or grass on INDIGO_
-- PLATEAU, so the wall reads as set INTO the terrace instead of
-- standing in front of a trench of synthesized ground.
bookcase_backfill = "above",
-- ONE course, and it must stay one: $15/$16 + $05/$06 + $30/$31 is
-- the pilaster -- cap, shaft, plaque base -- and $15/$16 over $30/$31
-- IS the statue's plinth, the artist having drawn the same stone
-- twice. Raising it would carry every statue standee up to 48px and
-- break the very match the cliff height was chosen for.
-- $05/$06 is NOT here: it moved to `bookcase` above, and a tile
-- listed in two groups resolves by whichever `pairs` order wins --
-- half the pilasters kept the shaft as `wall`, which broke the run
-- and left their caps as isolated 8px stubs. One group per tile.
wall = { 21, 22, 48, 49 },
-- The statues, and the same bird at the pillar feet. Black-outline
-- segmented: the outline and everything it encloses stay, the sky
-- and the paving around them flood away.
prop = { 16, 18, 40, 41, 37, 38 },
-- Round drawings, one voxel ball per 16x16 cell -- the treatment
-- the overworld's canopies and Celadon's hedge take.
--
-- $07/$08 over $17/$18: the seven canopies planted on pillar tops
-- along ROUTE_23 (blocks $44/$45; the $0F block that tiles four of
-- them together is never placed). Boxed, the canopy art smeared
-- down the whole pillar column beneath it.
--
-- $2A/$2B over $22/$1D: the boulders strewn across ROUTE_23's
-- middle terrace (blocks $02/$13/$16), one per cell and NOT
-- walkable. As boxes they sat flat enough to look painted onto
-- the path; as balls they read as the obstacles they are.
cylinder = { 7, 8, 23, 24,
29, 34, 42, 43 },
-- The Route 23 sign, one cell, block $48's only placement.
-- Unpinned it probed `09w00 0Aw00 / 19w08 1Aw08` -- an 8px stub
-- with its board skipped. Same thin plate on a stick every other
-- outdoor sign gets.
signpost = { 9, 10, 25, 26 },
-- The Route 22 gate's roof, drawn from ABOVE and filling
-- ROUTE_23's last two block rows ($3D the tiling, $3E/$44 its
-- edges, $40/$41 the corners). Art on the TOP face -- the way
-- SHIP_PORT's hull is pinned -- rather than folded up a 16px kerb.
-- It stands past the map's last walkable row (you warp to
-- ROUTE_22_GATE before you reach it), so this is a tidy-up rather
-- than a fix.
roof = { 61, 62, 64, 65, 68 },
-- The ground painted where a pinned figure's cell used to be:
-- $23, the pale paving both maps are floored with. It is also the
-- white the pillars are drawn in, so the cell a pillar-foot bird
-- vacates reads as more pillar -- where the neighbour vote left a
-- BLACK hole, having nothing to elect (all four neighbours of that
-- cell are wall). On the avenue and the plaza the statues' own
-- cells simply keep the paving they stand on.
prop_ground = { [16] = 35, [18] = 35, [40] = 35, [41] = 35,
[37] = 35, [38] = 35 },
-- Deliberately NOT pinned:
--
-- $14, the water -- 1446 placements, the pond on ROUTE_23's middle
-- terrace -- and its bank shading $32/$33/$1F. $14 and $32 are
-- two of the three stale-cache water ids the trap is named for,
-- but here they are honestly water: TILEANIM_WATER animates $14,
-- the pond is real, and $32/$33/$1F are drawn in the TOP half of
-- water cells as the waterline itself, so the cell rule dropping
-- them to -2 is what the art means. Left to fall through to the
-- engine's water set. ($48, the third trap id, is not in this
-- atlas at all -- it stops at $45.)
--
-- $0B/$0C over $1B/$1C, the barred doors: the Pokemon League's two
-- and Victory Road's two. They are the tileset's own doorTiles,
-- so the door fold already stands them upright in the facade;
-- probed 16px identically before and after this entry.
--
-- $23/$2C/$2D are in the walkable list outright, and $45 is the
-- tileset's grassTile, which derives its own standing-tuft pin.
--
-- The Victory Road entrance is a `buildings` template
-- (victory_road_gate, at the bottom of this file): 36x6 tiles at
-- ROUTE_23 (0,58), and its ends are built out of $25/$26/$28/$29
-- and $15/$16/$05/$06. Buildings claim their tiles before any of
-- the above can reach them -- probed `b` class over all 216 of
-- them, unchanged by this entry.
},
},
-- Buildings whose whole sprite is voxelized band by band (lib/Buildings.lua,
-- the pipeline in assets/docs/buidling_to_voxel/). A building is matched by its
-- exact tile grid -- the drawings are catalogued in assets/docs/buildings/ -- so
-- every map that places the same art gets the same model: one entry
-- voxelizes Red's house, Blue's house, Bill's, the Copycat's and the two
-- Fuchsia houses alike.
--
-- Only the BAND TABLE is authored here, because only it needs a human to
-- read the drawing. Everything measurable is measured off the pixels:
-- the silhouette, the taper rate (which IS the roof's slope), the eave
-- height, and every window and doorway (a non-black region its own black
-- frame seals off). Fields:
--
-- tiles the tile-id grid that identifies the building, rows of the
-- 8px tile atlas, north row first
-- roofRows how many rows off the top are drawn as TOP-FACING roof;
-- the rest of the drawing is the facade, seen face-on
-- roofBack rows laid along the north rim, one row per voxel of depth
-- roofFront rows laid along the south rim (the fascia and eave course)
-- roofCycle the row run the middle depth cycles; its length must be
-- the roof texture's period or the courses will not line up
-- slab roof thickness in voxels
-- frontEave how far the roof overhangs the facade
-- ledge a band that juts two voxels past the walls (an awning),
-- or nil
-- seal sides the drawing runs off rather than closing with its
-- own outline, as a string of n/s/e/w; the silhouette
-- flood does not seed there. Only needed by a drawing
-- trimmed flush to its art -- one whose base course is a
-- row of brick rather than the black threshold every other
-- building stands on. Omit it unless the fill says
-- otherwise: sealing a side the drawing does NOT run off
-- swallows the terrain beside it.
--
-- Nothing here describes the roof's SHAPE, because nothing needs to: the
-- topmost drawn row of each column is the elevation profile, so a drawn
-- taper becomes a slope and a roof drawn from straight above comes out
-- level. That is why the flat-roofed civic block and its sixteen
-- relatives -- every Center and Mart, the gyms and gates, the department
-- store and Silph Co -- share one band table below, differing only in
-- their tile grids. The sloped ones fall into three groups just as
-- cleanly, by the depth of the roof band: 16 rows (Red's house), 32
-- (Oak's lab) or 64 (the museum). Before authoring a new one, check
-- whether its roof band is already pixel for pixel one of those.
--
-- assets/docs/buildings/B26 is deliberately absent. Its drawing has no
-- black base course -- it ends on a row of light brick -- so the
-- silhouette flood, which comes in from the border through light pixels,
-- climbs up through the wall and hollows it out. Every other building
-- is sealed by a black threshold row. Reading it would mean changing
-- the flood itself, which every model here depends on, for one scenery
-- placement.
buildings = {
OVERWORLD = {
-- assets/docs/buildings/B30: the POKEMON TOWER -- the one drawing
-- in the catalogue that STRADDLES A MAP BOUNDARY. Twelve of its
-- twenty rows stand in ROUTE_10's last rows (the 64px purple roof
-- band plus two window courses); the other eight -- five more
-- courses and the base with the door -- are on LAVENDER_TOWN,
-- where the tower begins at tile row 0. Modelled per map it came
-- out as two buildings, one per half.
--
-- `topRows` composites ROUTE_10's twelve rows ABOVE the matched
-- grid, so the model is built from the COMPLETE twenty-row drawing
-- -- 96px of facade under the real 64px roof -- while placement
-- still matches only the eight Lavender rows. Its `claimOnly`
-- twin below claims the ROUTE_10 rows and stamps nothing, so the
-- roof half does not also stand as its own building.
--
-- BOTH COME FIRST IN THIS LIST ON PURPOSE. The tower's upper
-- twelve rows are `gabled_block_6x6` tile for tile -- the artist
-- drew the top of the tower as an ordinary six-cell block -- so
-- that template matches at ROUTE_10 (24,132) too. Placement is
-- first-claim-wins (see Buildings.build), so claiming here before
-- the generic block reaches it is what keeps the second tower from
-- being stamped behind this one.
--
-- The 13-id last row is kept from the first attempt: the bare
-- 12-wide body grid is B14's lower two-thirds tile for tile, and
-- the extra id stops this template stamping inside
-- `flat_block_6x6`'s three placements (`matches` walks a row to
-- its own length, while `read` composites only #tiles[1] columns,
-- so a 13th id constrains placement without entering the drawing).
{
id = "pokemon_tower",
topRows = {
{ 5, 6, 83, 83, 83, 83, 83, 83, 83, 83, 8, 9 },
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 },
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 },
{ 21, 22, 23, 23, 23, 23, 23, 23, 23, 23, 24, 25 },
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 },
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 },
{ 21, 22, 23, 23, 23, 23, 23, 23, 23, 23, 24, 25 },
{ 37, 38, 34, 34, 34, 34, 34, 34, 34, 34, 40, 41 },
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
},
tiles = {
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 78, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 79, 17 },
},
roofRows = 64, roofBack = 8, roofFront = 8, roofCycle = { 8, 31 },
slab = 4, frontEave = 4, ledge = nil,
},
-- the tower's roof half, where it actually stands on ROUTE_10:
-- claimed flat so the drawing does not ALSO fold up as a building
-- behind the modelled tower (see topRows above)
{
id = "pokemon_tower_top",
claimOnly = true,
tiles = {
{ 5, 6, 83, 83, 83, 83, 83, 83, 83, 83, 8, 9 },
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 },
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 },
{ 21, 22, 23, 23, 23, 23, 23, 23, 23, 23, 24, 25 },
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 },
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 },
{ 21, 22, 23, 23, 23, 23, 23, 23, 23, 23, 24, 25 },
{ 37, 38, 34, 34, 34, 34, 34, 34, 34, 34, 40, 41 },
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
},
},
-- assets/docs/buildings/B07: the two-storey gabled house. Coursed cap over
-- a gable wall, an awning with its double black underline, then the
-- ground floor with the door. 7 placements, Red's and Blue's among
-- them. Course rhythm: a dark line every 4 rows.
{
id = "gabled_house",
tiles = {
{ 5, 6, 7, 7, 7, 7, 8, 9 },
{ 21, 22, 23, 23, 23, 23, 24, 25 },
{ 37, 38, 10, 34, 10, 10, 40, 41 },
{ 92, 23, 23, 23, 23, 23, 23, 93 },
{ 15, 34, 11, 12, 10, 10, 34, 31 },
{ 78, 26, 27, 28, 26, 26, 26, 79 },
},
roofRows = 16, roofBack = 7, roofFront = 9, roofCycle = { 5, 8 },
slab = 4, frontEave = 4, ledge = { 24, 31 },
},
-- assets/docs/buildings/B31: Oak's lab. The same architecture with a roof
-- band twice as deep -- the extra rows are DEPTH, not height, so the
-- lab is a bigger footprint under the same storey. Its cross-hatch
-- roof texture repeats every 8 rows, and it has no awning: the band
-- that would be one is the roof's own eave course.
{
id = "oaks_lab",
tiles = {
{ 5, 6, 83, 83, 83, 83, 83, 83, 83, 83, 8, 9 },
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 },
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 },
{ 21, 22, 23, 23, 23, 23, 23, 23, 23, 23, 24, 25 },
{ 37, 38, 10, 10, 10, 75, 75, 10, 10, 10, 40, 41 },
{ 15, 34, 34, 34, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 10, 10, 10, 11, 12, 10, 10, 10, 10, 10, 31 },
{ 78, 26, 26, 26, 27, 28, 26, 26, 26, 26, 26, 79 },
},
roofRows = 32, roofBack = 7, roofFront = 8, roofCycle = { 5, 12 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B03: the flat-roofed commercial block --
-- Celadon's diner, hotel, chief's house and prize room, the Bike
-- Shop, the Fan Club, Mr. Psychic's, the Underground Path entrances.
-- 15 placements, the most of any voxelized drawing. The lattice
-- field is drawn from straight above, so the measured taper is flat
-- and the whole band is depth under one level roof; the eave course
-- is the roof's own south rim, lab-style, no awning. Lattice period
-- 8, the lab's rhythm again.
{
id = "flat_commercial",
tiles = {
{ 76, 83, 83, 83, 83, 83, 83, 77 },
{ 90, 18, 18, 18, 18, 18, 18, 90 },
{ 90, 18, 18, 18, 18, 18, 18, 90 },
{ 92, 23, 23, 23, 23, 23, 23, 93 },
{ 15, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 75, 11, 12, 75, 75, 75, 31 },
{ 78, 26, 27, 28, 26, 26, 26, 79 },
},
roofRows = 32, roofBack = 7, roofFront = 8, roofCycle = { 5, 12 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B05: every Pokemon Center in the game
-- (Celadon, Cerulean, Cinnabar, Fuchsia, Lavender, Pewter,
-- Saffron, Vermilion, Viridian, Mt Moon, Rock Tunnel). B03's
-- block with the POKe sign hung beside the door; the sign is
-- too wide to be a pane, so it stays flush.
{
id = "pokecenter",
tiles = {
{ 76, 83, 83, 83, 83, 83, 83, 77 },
{ 90, 18, 18, 18, 18, 18, 18, 90 },
{ 90, 18, 18, 18, 18, 18, 18, 90 },
{ 92, 23, 23, 23, 23, 23, 23, 93 },
{ 15, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 75, 11, 12, 66, 67, 75, 31 },
{ 78, 26, 27, 28, 74, 74, 26, 79 },
},
roofRows = 32, roofBack = 7, roofFront = 8, roofCycle = { 5, 12 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B06: every Poke Mart (Cerulean,
-- Cinnabar, Fuchsia, Lavender, Pewter, Saffron, Vermilion,
-- Viridian). The Center's twin, MART on the sign.
{
id = "pokemart",
tiles = {
{ 76, 83, 83, 83, 83, 83, 83, 77 },
{ 90, 18, 18, 18, 18, 18, 18, 90 },
{ 90, 18, 18, 18, 18, 18, 18, 90 },
{ 92, 23, 23, 23, 23, 23, 23, 93 },
{ 15, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 75, 11, 12, 68, 69, 75, 31 },
{ 78, 26, 27, 28, 74, 74, 26, 79 },
},
roofRows = 32, roofBack = 7, roofFront = 8, roofCycle = { 5, 12 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B02: the plain 4x4 block: one window
-- course over blank brick and no door. 15 placements, scenery
-- in every city bar the Celadon Mart roof stair.
{
id = "flat_block_4x4",
tiles = {
{ 76, 83, 83, 83, 83, 83, 83, 77 },
{ 90, 18, 18, 18, 18, 18, 18, 90 },
{ 90, 18, 18, 18, 18, 18, 18, 90 },
{ 92, 23, 23, 23, 23, 23, 23, 93 },
{ 15, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 31 },
{ 78, 26, 26, 26, 26, 26, 26, 79 },
},
roofRows = 32, roofBack = 7, roofFront = 8, roofCycle = { 5, 12 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B08: the same block two cells deeper,
-- 6 placements, all scenery.
{
id = "flat_block_4x6",
tiles = {
{ 76, 83, 83, 83, 83, 83, 83, 77 },
{ 90, 18, 18, 18, 18, 18, 18, 90 },
{ 90, 18, 18, 18, 18, 18, 18, 90 },
{ 92, 23, 23, 23, 23, 23, 23, 93 },
{ 15, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 31 },
{ 78, 26, 26, 26, 26, 26, 26, 79 },
},
roofRows = 32, roofBack = 7, roofFront = 8, roofCycle = { 5, 12 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B13: the 6x4 scenery block, 4
-- placements.
{
id = "flat_block_6x4",
tiles = {
{ 76, 83, 83, 83, 83, 83, 83, 83, 83, 83, 83, 77 },
{ 90, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 90 },
{ 90, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 90 },
{ 92, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 93 },
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 78, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 79 },
},
roofRows = 32, roofBack = 7, roofFront = 8, roofCycle = { 5, 12 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B14: the 6x6 scenery block, 3
-- placements.
{
id = "flat_block_6x6",
tiles = {
{ 76, 83, 83, 83, 83, 83, 83, 83, 83, 83, 83, 77 },
{ 90, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 90 },
{ 90, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 90 },
{ 92, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 93 },
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 78, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 79 },
},
roofRows = 32, roofBack = 7, roofFront = 8, roofCycle = { 5, 12 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B27: the 8x4 scenery block, one
-- placement on Route 11.
{
id = "flat_block_8x4",
tiles = {
{ 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 },
{ 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 },
{ 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 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 78, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 79 },
},
roofRows = 32, roofBack = 7, roofFront = 8, roofCycle = { 5, 12 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B09: the wide storefront: Celadon's
-- Game Corner, the Pokemon Mansion, Cinnabar Lab, the Safari
-- Zone gate and Fuchsia's meeting room.
{
id = "game_corner",
tiles = {
{ 76, 83, 83, 83, 83, 83, 83, 83, 83, 83, 83, 77 },
{ 90, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 90 },
{ 90, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 90 },
{ 92, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 93 },
{ 15, 10, 10, 10, 10, 75, 75, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 75, 75, 75, 11, 12, 10, 10, 75, 75, 75, 31 },
{ 78, 26, 26, 26, 27, 28, 26, 26, 26, 26, 26, 79 },
},
roofRows = 32, roofBack = 7, roofFront = 8, roofCycle = { 5, 12 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B15: Celadon Mansion and the Route 6
-- and Route 12 gates.
{
id = "celadon_mansion",
tiles = {
{ 76, 83, 83, 83, 83, 83, 83, 83, 83, 83, 83, 77 },
{ 90, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 90 },
{ 90, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 90 },
{ 92, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 93 },
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 10, 10, 10, 10, 75, 75, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 75, 75, 75, 11, 12, 10, 10, 75, 75, 75, 31 },
{ 78, 26, 26, 26, 27, 28, 26, 26, 26, 26, 26, 79 },
},
roofRows = 32, roofBack = 7, roofFront = 8, roofCycle = { 5, 12 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B18: the Route 2 gate, and the museum's
-- east entrance beside it in Pewter. The museum HALL itself is
-- B24 below, a different drawing with a sloped roof.
{
id = "route_2_gate",
tiles = {
{ 76, 83, 83, 83, 83, 83, 83, 83, 83, 83, 83, 77 },
{ 90, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 90 },
{ 90, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 90 },
{ 92, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 93 },
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 75, 11, 12, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 78, 26, 27, 28, 26, 26, 26, 26, 26, 26, 26, 79 },
},
roofRows = 32, roofBack = 7, roofFront = 8, roofCycle = { 5, 12 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B29: Fuchsia Gym, the block with GYM
-- on the sign.
{
id = "fuchsia_gym",
tiles = {
{ 76, 83, 83, 83, 83, 83, 83, 83, 83, 83, 83, 77 },
{ 90, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 90 },
{ 90, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 90 },
{ 92, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 93 },
{ 15, 10, 10, 10, 34, 47, 63, 34, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 34, 34, 34, 34, 75, 75, 75, 31 },
{ 15, 75, 11, 12, 10, 10, 10, 10, 75, 75, 75, 31 },
{ 78, 26, 27, 28, 26, 26, 26, 26, 26, 26, 26, 79 },
},
roofRows = 32, roofBack = 7, roofFront = 8, roofCycle = { 5, 12 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B28: the Route 5 underground-path
-- gate.
{
id = "route_5_gate",
tiles = {
{ 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 },
{ 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 },
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 75, 75, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 11, 12, 10, 10, 75, 75, 75, 31 },
{ 78, 26, 26, 26, 26, 26, 26, 26, 27, 28, 26, 26, 26, 26, 26, 79 },
},
roofRows = 32, roofBack = 7, roofFront = 8, roofCycle = { 5, 12 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B21: the Route 22 league gate, the
-- widest of the family at 12 cells.
{
id = "route_22_gate",
tiles = {
{ 76, 83, 83, 83, 83, 83, 83, 83, 83, 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, 18, 18, 18, 18, 18, 18, 18, 18, 90 },
{ 90, 18, 18, 18, 18, 18, 18, 18, 18, 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, 23, 23, 23, 23, 23, 23, 23, 23, 93 },
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 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, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 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, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 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, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 11, 12, 10, 10, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 78, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 27, 28, 26, 26, 26, 26, 26, 26, 26, 26, 26, 79 },
},
roofRows = 32, roofBack = 7, roofFront = 8, roofCycle = { 5, 12 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B25: the Power Plant.
{
id = "power_plant",
tiles = {
{ 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 },
{ 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 },
{ 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 },
{ 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 },
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 75, 75, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 11, 12, 10, 10, 75, 75, 75, 31 },
{ 78, 26, 26, 26, 26, 26, 26, 26, 27, 28, 26, 26, 26, 26, 26, 79 },
},
roofRows = 32, roofBack = 7, roofFront = 8, roofCycle = { 5, 12 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B22: Celadon's department store: six
-- window courses over the MART sign.
{
id = "celadon_mart",
tiles = {
{ 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 },
{ 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 },
{ 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 },
{ 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 },
{ 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 },
{ 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 },
{ 15, 10, 10, 10, 10, 75, 75, 10, 10, 75, 75, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 75, 75, 75, 11, 12, 10, 10, 11, 12, 10, 10, 68, 69, 75, 31 },
{ 78, 26, 26, 26, 27, 28, 26, 26, 27, 28, 26, 26, 74, 74, 26, 79 },
},
roofRows = 32, roofBack = 7, roofFront = 8, roofCycle = { 5, 12 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B20: Silph Co. Twelve cells of plot
-- and ten courses of windows under the same roof band, so it
-- stands as the tallest thing in Kanto.
{
id = "silph_co",
tiles = {
{ 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 },
{ 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 },
{ 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 },
{ 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 },
{ 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 },
{ 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 },
{ 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 },
{ 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 },
{ 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 },
{ 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 },
{ 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 },
{ 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 },
},
roofRows = 32, roofBack = 7, roofFront = 8, roofCycle = { 5, 12 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B24: the Pewter museum's hall, and the only
-- building in the family with a SLOPED roof: the same 2:1 taper the
-- lab and Red's house are drawn with, over a roof band twice the
-- lab's depth. The drawing repeats its whole lattice-and-course
-- motif -- rows 8..31 again at 32..55 -- which is what fixes the
-- cycle at 24 rather than the bare lattice's 8: the drawing proves
-- the period. The last band (rows 56..63) is the roof's fascia,
-- wider than the wall it covers, so it stays in the roof band and
-- lands on the south rim.
{
id = "museum",
tiles = {
{ 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 },
{ 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 },
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 },
{ 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 },
{ 37, 38, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 40, 41 },
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 75, 75, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 11, 12, 10, 10, 75, 75, 75, 31 },
{ 78, 26, 26, 26, 26, 26, 26, 26, 27, 28, 26, 26, 26, 26, 26, 79 },
},
roofRows = 64, roofBack = 8, roofFront = 8, roofCycle = { 8, 31 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B10: the gym. Cinnabar, Pewter,
-- Vermilion and Viridian wear this drawing, and so does the
-- Fighting Dojo next door to Saffron's. Oak's lab's roof band
-- exactly, tile for tile, over a facade with GYM on the sign.
{
id = "gym",
tiles = {
{ 5, 6, 83, 83, 83, 83, 83, 83, 83, 83, 8, 9 },
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 },
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 },
{ 21, 22, 23, 23, 23, 23, 23, 23, 23, 23, 24, 25 },
{ 37, 38, 10, 10, 34, 47, 63, 34, 10, 10, 40, 41 },
{ 15, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 31 },
{ 15, 10, 10, 10, 10, 10, 10, 10, 11, 12, 10, 31 },
{ 78, 26, 26, 26, 26, 26, 26, 26, 27, 28, 26, 79 },
},
roofRows = 32, roofBack = 7, roofFront = 8, roofCycle = { 5, 12 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B16: the big-city gym: Celadon,
-- Cerulean and Saffron. Two cells wider than the standard
-- gym, and it carries the GYM sign twice.
{
id = "gym_large",
tiles = {
{ 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 },
{ 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 },
{ 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 },
{ 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 },
},
roofRows = 32, roofBack = 7, roofFront = 8, roofCycle = { 5, 12 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B01: the commonest drawing in the
-- game at 19 placements, and every one of them scenery: a
-- gabled block with two window courses and no door. Red's
-- house's roof band, tile for tile, but no awning under it.
{
id = "gabled_block_4x3",
tiles = {
{ 5, 6, 7, 7, 7, 7, 8, 9 },
{ 21, 22, 23, 23, 23, 23, 24, 25 },
{ 37, 38, 10, 10, 10, 10, 40, 41 },
{ 15, 34, 34, 34, 75, 75, 75, 31 },
{ 15, 10, 10, 10, 10, 10, 10, 31 },
{ 78, 26, 26, 26, 26, 26, 26, 79 },
},
roofRows = 16, roofBack = 7, roofFront = 9, roofCycle = { 5, 8 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B04: the little 4x2 cottage, 12
-- placements and nearly all of them somebody's home: Mr
-- Fuji's, the Cubone house, Bill's grandpa's, the Name
-- Rater's, the Viridian school house, the Route 8 underground
-- path.
{
id = "gabled_cottage",
tiles = {
{ 5, 6, 7, 7, 7, 7, 8, 9 },
{ 21, 22, 23, 23, 23, 23, 24, 25 },
{ 37, 38, 11, 12, 10, 10, 40, 41 },
{ 78, 26, 27, 28, 26, 26, 26, 79 },
},
roofRows = 16, roofBack = 7, roofFront = 9, roofCycle = { 5, 8 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B17: the wide 6x2 house: Cerulean's
-- badge, trade and trashed houses.
{
id = "gabled_house_wide",
tiles = {
{ 5, 6, 7, 7, 7, 7, 7, 7, 7, 7, 8, 9 },
{ 21, 22, 23, 23, 23, 23, 23, 23, 23, 23, 24, 25 },
{ 37, 38, 11, 12, 35, 10, 10, 35, 10, 10, 40, 41 },
{ 78, 26, 27, 28, 26, 26, 26, 26, 26, 26, 26, 79 },
},
roofRows = 16, roofBack = 7, roofFront = 9, roofCycle = { 5, 8 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B11: the 6x2 scenery block, 5
-- placements, no door.
{
id = "gabled_block_6x2",
tiles = {
{ 5, 6, 7, 7, 7, 7, 7, 7, 7, 7, 8, 9 },
{ 21, 22, 23, 23, 23, 23, 23, 23, 23, 23, 24, 25 },
{ 37, 38, 10, 34, 35, 10, 10, 35, 10, 10, 40, 41 },
{ 78, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 79 },
},
roofRows = 16, roofBack = 7, roofFront = 9, roofCycle = { 5, 8 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B34: the 4x2 scenery block, one
-- placement in Fuchsia.
{
id = "gabled_block_4x2",
tiles = {
{ 5, 6, 7, 7, 7, 7, 8, 9 },
{ 21, 22, 23, 23, 23, 23, 24, 25 },
{ 37, 38, 10, 34, 10, 10, 40, 41 },
{ 78, 26, 26, 26, 26, 26, 26, 79 },
},
roofRows = 16, roofBack = 7, roofFront = 9, roofCycle = { 5, 8 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B33: the Route 5 day care.
{
id = "daycare",
tiles = {
{ 5, 6, 83, 83, 83, 83, 8, 9 },
{ 21, 56, 18, 18, 18, 18, 56, 25 },
{ 21, 56, 18, 18, 18, 18, 56, 25 },
{ 21, 22, 23, 23, 23, 23, 24, 25 },
{ 37, 38, 10, 10, 10, 10, 40, 41 },
{ 15, 34, 34, 34, 34, 34, 34, 31 },
{ 15, 10, 10, 10, 11, 12, 10, 31 },
{ 78, 26, 26, 26, 27, 28, 26, 79 },
},
roofRows = 32, roofBack = 7, roofFront = 8, roofCycle = { 5, 12 },
slab = 4, frontEave = 4, ledge = nil,
},
-- assets/docs/buildings/B26: the Route 10 scenery block,
-- structurally the museum's twin -- Oak's lab's roof band,
-- and its rows 8..31 repeat at 32..55 exactly as the museum's
-- do. It needs `seal` because its drawing has no black base
-- course: it ends on a row of light brick, and unsealed the
-- flood climbs in from the south border through the mortar
-- and hollows the wall out (72% of the sprite survives
-- instead of 95%, in 65 pieces instead of 1).
{
id = "gabled_block_6x6",
tiles = {
{ 5, 6, 83, 83, 83, 83, 83, 83, 83, 83, 8, 9 },
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 },
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 },
{ 21, 22, 23, 23, 23, 23, 23, 23, 23, 23, 24, 25 },
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 },
{ 21, 56, 18, 18, 18, 18, 18, 18, 18, 18, 56, 25 },
{ 21, 22, 23, 23, 23, 23, 23, 23, 23, 23, 24, 25 },
{ 37, 38, 34, 34, 34, 34, 34, 34, 34, 34, 40, 41 },
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 },
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 },
},
roofRows = 64, roofBack = 8, roofFront = 8, roofCycle = { 8, 31 },
slab = 4, frontEave = 4, ledge = nil, seal = "s",
},
},
FOREST = {
-- assets/docs/buildings/B12: the Safari Zone rest houses --
-- Center, East, North, West and the Secret House. A
-- corrugated roof over a plank facade; its stripe repeats
-- every 5 rows, not the OVERWORLD lattice's 8.
{
id = "safari_rest_house",
tiles = {
{ 8, 9, 9, 9, 9, 9, 9, 12 },
{ 24, 25, 25, 25, 25, 25, 25, 28 },
{ 40, 41, 42, 43, 1, 1, 41, 44 },
{ 56, 41, 58, 59, 41, 41, 41, 60 },
},
roofRows = 17, roofBack = 5, roofFront = 3, roofCycle = { 5, 9 },
slab = 4, frontEave = 4, ledge = nil,
},
},
},
}