1.0.5: furnish every remaining interior
DramaticShape · 2026-07-27 ·
parent 7b727aa684
1.0.5: furnish every remaining interior
Extends the shape profile from ten tilesets to twenty-three -- 1,190
pinned tiles over ~130 maps -- surveyed against the standard the
finished interiors set: one 16px wall band carrying its built-ins,
half-cell counters, bookcase-collapsed shelving, thin-pool plant
standees, objects riding the furniture they are drawn above.
The recurring failures were rooms sunk into ponds by the three
stale-cache water ids (collision is per cell, so one trapped tile sank
its neighbours too), counters and cave edges towering to 32-48px,
racks fusing into deep monoliths, and anything in a walkable cell --
stools, tables, staircases, gravestone arches -- vanishing into the
floor.
Also fixes the door fold overwriting profile pins: it replaced the
resolved shape unconditionally, so stair pins on tiles their tileset
lists in doorTiles (Celadon Mansion, Pokemon Mansion 3F) silently did
nothing.
Changed files
CHANGELOG.md | 68 ++++
data/voxel_heights.lua | 1402 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++-
lib/Structures.lua | 21 +-
main.lua | 2 +-
manifest.json | 2 +-
5 files changed, 1482 insertions(+), 13 deletions(-)
Diff
diff --git a/CHANGELOG.md b/CHANGELOG.md
index 59541dc..5a50cc9 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -1,5 +1,73 @@
# Changelog
+## 1.0.5
+
+### Added
+
+- **Every remaining interior is furnished.** The profile covered ten
+ tilesets; it now covers twenty-three -- 1,190 pinned tiles across
+ `GATE`, `FOREST_GATE`, `LOBBY`, `MUSEUM`, `LAB`, `MANSION`,
+ `INTERIOR`, `CLUB`, `SHIP`, `SHIP_PORT`, `FACILITY`, `CEMETERY` and
+ `UNDERGROUND`, plus full entries for `CAVERN` and `GYM` which had only
+ stubs. Roughly 130 maps, surveyed against the standard the finished
+ interiors already set: one 16px wall band carrying whatever is drawn
+ built into it, half-cell counters so the drawn front folds up and the
+ top stays on top, `bookcase` collapse for free-standing shelves,
+ thin-pool standees for plants, and small objects riding the furniture
+ they are drawn above.
+
+ What the detector was doing before, by way of what changed:
+
+ - **Rooms with no walls.** Three tile ids (`$14`, `$32`, `$48`) are
+ claimed by the engine's water set in EVERY tileset, and collision is
+ per CELL, so one of them in a cell's bottom-left corner sank the
+ whole cell. `$32` draws both the route gates' wall base course and
+ every counter front, so all 25 gate maps were a checkered floor in a
+ moat; the same trap put ponds through two thirds of Seafoam B4F,
+ under every museum vitrine, along the S.S. Anne's wall corners and
+ across Silph Co 1F's lobby island. The set is wider than three ids
+ in practice -- `LAB`, `MANSION` and `INTERIOR` each hit six to nine
+ -- because the test is per cell, so an innocent tile sharing a cell
+ with a trapped one sinks with it and has to be pinned too.
+ - **Towers and fused monoliths.** Counters raised to 48px dragging
+ their wall band with them, merchandise racks fused sideways into
+ 32px blocks four tiles deep, cave shelf edges standing as 48px fins
+ beside a 16px band, the Vermilion liner folded upright into a lumpy
+ 48px slab.
+ - **Furniture that was not there at all.** Anything whose cell is
+ walkable resolved to flat ground: 59 department-store stools, every
+ gate lounge table and pair of binoculars, both museum staircases,
+ the gym-lounge chairs, and -- via the void rule -- the black
+ partition walls every gym is divided by, which left their white rim
+ columns standing as hollow 48px fins.
+ - **314 gravestones** in Pokemon Tower were 8px stubs, because the
+ volume path measured only their bottom row and dropped the arch.
+
+ Notable readings: the S.S. Anne's hull is `roof` (a drawing seen from
+ above, so the art belongs on the top face); the Warden's specimens and
+ Celadon Gym's shrubs are `cylinder` voxel balls, the first indoor use
+ of that class; the Fan Club's octagonal boardroom table is `counter`
+ rather than `table`, because only a counter rides its upper rows onto
+ the top face in drawn order -- which is what draws the seated chairman
+ exactly once, the Pokemon Center couch case verbatim.
+
+ Fuchsia Gym's invisible maze is deliberately left flat. Raising it
+ would read better as a room, and would also hand the player the
+ solution; a shape is purely presentational, so the drawn answer wins
+ and the gym plays as the flat game does.
+
+### Fixed
+
+- **A profile pin now outranks the door fold.** `Structures.forMap`
+ folds a door cell into its facade so the doorway does not punch a hole
+ in the wall -- but it overwrote the resolved shape unconditionally,
+ including for AUTHORED tiles, which contradicts rule 1 of the
+ documented resolution order. Any pin on a tile its tileset also lists
+ in `doorTiles` was dead on arrival: all four Celadon Mansion
+ staircases and Pokemon Mansion 3F's descent are door tiles, so
+ `stair_*` pins there silently did nothing and the flights stayed
+ painted flat on the floor. The fold now skips authored tiles.
+
## 1.0.4
### Added
diff --git a/data/voxel_heights.lua b/data/voxel_heights.lua
index a8e477e..c16a706 100644
--- a/data/voxel_heights.lua
+++ b/data/voxel_heights.lua
@@ -166,20 +166,257 @@ return {
-- 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.)
+ -- 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 = {
- wall = { 34, 35, 50, 51 },
- prop = { 2, 56, 18, 19, 11, 12, 27, 28 },
+ -- 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, 6, 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.
+ ground = { 4 },
+ -- 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 },
+ [11] = 17, [12] = 17, [27] = 17, [28] = 17,
+ [64] = 43, [65] = 43, [80] = 43, [81] = 43 },
},
- -- ledge pairs from data.field.tilePairs
+ -- 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. A Gen 1 cave is drawn as TWO floor levels: a
+ -- dark lower floor ($20 rough, $21 bright checker, $2A fine checker)
+ -- and LIT shelves ($05) raised above it. data.field.tilePairs
+ -- forbids stepping between the two ($20/$21/$2A/$41 <-> $05), which
+ -- is what the shipped `ledge` pin on $05 records: the lit floor is a
+ -- step up off the dark floor, reached only by the drawn ramps.
+ -- Everything else in here is rock, and in a dungeon the rock IS the
+ -- room -- so every rock tile is pinned to ONE 16px course.
+ --
+ -- 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 = {
- ledge = { 5 },
+ -- The rock, one 16px course. 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.
+ --
+ -- $14 is the bright rubble mass that fills Cerulean Cave and the
+ -- lower Seafoam floors, and it is the $14 WATER-FALLBACK TRAP:
+ -- unpinned it hits the engine's stale-cache water set, and every
+ -- cell it floors RECESSED -- probed `14w-2` over whole blocks of
+ -- SEAFOAM_ISLANDS_B4F and CERULEAN_CAVE, a cavern of ponds.
+ 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
+ 20, -- $14 rubble mass -- the water trap
+ 14, 15, 30, 31 }, -- $0E/$0F over $1E/$1F, barred shelf
+ -- the lit floor and the shading row along its north rim: one 6px
+ -- shelf. $05 is the shipped pin (the tilePairs step). $29 is the
+ -- SAME surface -- the artist's shadow row where the shelf runs up
+ -- against the rock above it -- but 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).
+ ledge = { 5, 41 },
+ -- the cave ponds: $06/$27 over $24/$01, the tileset's
+ -- TILEANIM_WATER cell -- Mt Moon B2F's lake, Victory Road's
+ -- pools, the Seafoam channels you Surf. The engine's water set
+ -- does not name them (it carries the stale $14/$32/$48 ids
+ -- instead), so unpinned they fell to the wall fallback and the
+ -- volume builder read the alternating $06/$24 rows as a drawing
+ -- eight rows tall: `27w48`/`01w48`, a 48px wall of water standing
+ -- down the middle of MT_MOON_B2F.
+ water = { 6, 39, 36, 1 },
+ -- Victory Road's boulder switches ($2B/$2C over $2D/$2E, the four
+ -- plates 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 },
+ -- the flat things, pinned so nothing can raise them: both ladder
+ -- graphics ($08/$09 over $18/$19, $0A/$0B over $1A/$1B), drawn
+ -- from ABOVE and carrying the tileset's warp tiles; the ramp
+ -- treads that walk you off a lit shelf down to the dark floor
+ -- ($15/$16, four steps seen from above); and the drop holes of
+ -- Seafoam and Victory Road ($2F rim over $22). All of them
+ -- already resolved to ground through their walkable cells -- the
+ -- pins keep that true whatever cell a block puts them in, and
+ -- keep the hole's lit rim out of the wall fallback.
+ ground = { 8, 9, 24, 25, -- $08/$09 over $18/$19, ladder
+ 10, 11, 26, 27, -- $0A/$0B over $1A/$1B, ladder
+ 21, 22, -- $15/$16, the ramp treads
+ 47, 34 }, -- $2F over $22, the drop hole
+ -- Left to the derived defaults on purpose. The dark lower floor
+ -- ($20, $21, $2A) is in the tileset's walkable list and resolves
+ -- to flat ground at level 0 -- the level the tilePairs step above
+ -- is measured FROM -- so pinning it would only restate the
+ -- default. $3C is solid black and the void rule flattens it
+ -- (MT_MOON_B1F's unlit north band probes `3Cv00`); pinning it
+ -- would BREAK that, since the void rule skips authored tiles.
},
+ -- 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 ball ($05/$06/$15/$16/$25/$26), its rim
+ -- wisps ($04/$07/$17/$23/$24/$27) and its feet ($35/$36) -- and
+ -- the stumps ($02/$03/$12/$13): one voxel hull per 16x16 cell,
+ -- cut from the cell's own art, the treatment the overworld border
+ -- forest already wears. A tree spans 2x2 cells, so its four
+ -- quarter-hulls tile into one big lumpy canopy. Every tile of
+ -- the drawing is listed: the cell-rounding is per TILE, and a rim
+ -- tile left out keeps its detector reading -- which is exactly
+ -- the ragged 0/8/16/32px box collar the trees wore
+ cylinder = { 2, 3, 4, 5, 6, 7, 18, 19, 21, 22, 23,
+ 35, 36, 37, 38, 39, 53, 54 },
+ -- 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
@@ -389,6 +626,1159 @@ return {
-- display; 68/69/71 and 84/85/87 the goods rows below
bookcase = { 64, 65, 67, 68, 69, 71, 80, 81, 83, 84, 85, 87 },
},
+
+ -- 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 over 50/51), 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 the one compromise in this entry. The same two tiles
+ -- draw the wall's base course and every counter's front, and a pin
+ -- cannot tell the two uses apart. Pinned `counter` (8) the
+ -- counters come out perfect and the wall band castellates: it
+ -- stacks 32/33 over 50/51 for up to sixteen tile rows down the
+ -- east and west sides, so a 16px ridge and an 8px trench alternate
+ -- every 8px of depth and the room ends up built out of crates.
+ -- Pinned `wall` the band is one clean face everywhere and the
+ -- price is that a counter's FRONT row stands 16 instead of 8 --
+ -- which is cheap, because the mesher's authored-top rule still
+ -- lays the drawn counter surface (7/8/9) on that block's top face
+ -- and folds the drawn front panel up its face. It reads as a
+ -- full-height service counter, not as a slab. The wall is the
+ -- room's frame and it wins. (FOREST_GATE never places 32/33, so
+ -- there the counter keeps its half cell.)
+ wall = { 0, 32, 33, 41, 43, 45, 50, 51, 58, 61, 62, 72, 74 },
+ -- the counter, half a cell high: its north rim and end caps (7/8),
+ -- the long run between them (9), and the top surface a counter
+ -- drawn running north-south wears (23/24). 8px is one clean band,
+ -- so the surface stays on top and the guard leans on it rather
+ -- than standing behind a wall stub. The counters that run wall to
+ -- wall (Route 12's pair) are pure 8px; the ones that end in the
+ -- open carry the 16px front row above.
+ counter = { 7, 8, 9, 23, 24 },
+ -- 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
+ -- 16px planter its base course (50/51) makes.
+ 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 -- and they get the
+ -- one thing GATE cannot have. These two maps never place the
+ -- panelled wall course (32/33), so nothing else claims 50/51 and the
+ -- counter can be the half cell it is drawn as. 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)
+ -- 14/15/30/31 the TV set: on 3F's wall band it stands over the
+ -- display case below it, and on 3F's goods counter the
+ -- same 16px box reads as a floor-standing display unit
+ -- 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
+ wall = { 1, 2, 3, 6, 14, 15, 18, 19, 22, 30, 31, 33, 46, 47,
+ 62, 63, 68, 72, 73, 75, 76, 77, 78, 79, 84, 88, 89,
+ 91, 92, 93 },
+ -- 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 goods laid out on 3F's counter (a boxed set
+ -- and a Poke Ball) -- they ride the top face, drawn
+ -- once, the way the nurse's tray does
+ -- 9/25/70/71/85/86/87 the round tables of the diner and the
+ -- roof terrace, drawn from above with a pedestal
+ -- row at the south: the same half-cell treatment
+ -- puts the tabletop on top and the pedestal on the
+ -- front. (Their four INTERIOR tiles are $37, which
+ -- is also the checkerboard floor and the Prize
+ -- Room's upper wall -- see the note below.)
+ counter = { 9, 21, 25, 36, 37, 38, 39, 41, 48, 49, 52, 53, 54,
+ 57, 70, 71, 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. The cell rules already answer all three
+ -- correctly (the floor's cells are walkable through their
+ -- $45 bottom-left tile; the wall's are not), and pinning it
+ -- to any one class breaks the other two. The cost is the
+ -- four $37 tiles inside each round table, which stay a
+ -- detected 16px box in the middle of the 8px top -- read as
+ -- a centrepiece. Fixing it properly needs the PaletteFX
+ -- alias ($37 -> $5a on the roof and the diner) carried into
+ -- the shape lookup, which is engine work.
+ -- $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. Where the drawing's own top row is the shared table
+ -- trim (64/66, pinned `table` below) the bookcase builder adopts
+ -- it as the rank's CAP -- one more band of height and the art the
+ -- top face wears -- so those units come out 32px too.
+ bookcase = { 10, 11, 26, 27, 40, 41, 59, 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
+ -- (64/65/66 top edge, 80/81/82 body, 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. 65 doubles as the meeting room's long partition top,
+ -- which therefore reads as a 12px shelf behind its 16px base
+ -- band instead of joining the 48px tower it used to make.
+ table = { 2, 3, 4, 5, 18, 19, 20, 21, 58, 64, 65, 66, 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.
+ 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 table of the Fan Club and Silph's boardroom,
+ -- half a cell high -- and half a cell ON PURPOSE. A `counter` is
+ -- ONE band: exactly the drawing's bottom row (79/63/64/81/82, the
+ -- table's front bevel) 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: the octagon's
+ -- bevelled corners (72/73 north, 77/78 the flanks, 63/81 and
+ -- 79/82 south) land where they are drawn instead of being smeared
+ -- by a taller box, which wears its NORTH row's art across the
+ -- whole top face.
+ -- The chairman's seat is drawn INTO the table -- 17/18 the sitter,
+ -- 33/34 the chair back, 91/92 the seat -- across three tile rows,
+ -- and this is the Pokemon Center couch problem exactly: folding
+ -- two rows upright makes the box two tiles deep and a folded box
+ -- repeats its north row across the whole top, so every upright
+ -- arrangement draws the sitter's head two or three times. Riding
+ -- the counter's top face draws him once, in the right place, at
+ -- the right depth. Standing him as a cutout is not an option
+ -- either: the drawing has no floor margin -- it is surrounded on
+ -- all four sides by the tabletop's own mid grey -- so the mask
+ -- would drain from every edge.
+ -- 91/92 double as the wall band's base blocks where a side wall
+ -- meets the south course in Silph; those six tiles therefore sit
+ -- 8px instead of 16px. It is a notch at the foot of a wall the
+ -- player never faces, and the alternative is a 16px stub standing
+ -- in the middle of the boardroom table.
+ -- 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 = { 17, 18, 33, 34, 63, 64, 72, 73, 74, 77, 78, 79,
+ 81, 82, 91, 92 },
+ -- 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.
+ ground = { 1, 2, 31 },
+ -- 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 and 75/76 the octagon's front
+ -- apron, both drawn into walkable cells and both 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, the roped-off corner of 1F ($02 over $12 running
+ -- east-west, seen face-on; $1D/$1E running north-south, seen from
+ -- above -- 8 rows of it, which the volume path would have towered
+ -- to 64px), and Agatha's north band ($20 over $30).
+ wall = { 9, 10, 25, 26,
+ 17,
+ 2, 18, 29, 30,
+ 32, 48 },
+ -- 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.
+ },
},
-- Buildings whose whole sprite is voxelized band by band (lib/Buildings.lua,
diff --git a/lib/Structures.lua b/lib/Structures.lua
index 858f636..4bbc587 100644
--- a/lib/Structures.lua
+++ b/lib/Structures.lua
@@ -205,6 +205,14 @@ function Structures.forMap(map)
-- the fold then shows the door art standing at ground level in the
-- building's front face. Door graphics only (the tileset's doorTiles);
-- interior stair/mat warps stay flat.
+ --
+ -- A PROFILE PIN WINS over the fold. The fold is detection, and rule 1
+ -- of the resolution order is that an authored tile bypasses detection
+ -- -- but this used to overwrite shapeAt unconditionally, so a pin on
+ -- any tile the tileset also lists in doorTiles was dead on arrival.
+ -- Celadon Mansion is the case that found it: all four of its
+ -- staircases are door tiles, so `stair_e` / `stair_down_w` pins there
+ -- silently did nothing and the flights stayed painted on the floor.
for cy = math.floor(y0 / 2), math.floor(y1 / 2) do
for cx = math.floor(x0 / 2), math.floor(x1 / 2) do
if map.doorTiles[map:cellTile(cx, cy)] then
@@ -214,11 +222,14 @@ function Structures.forMap(map)
for dy = 0, 1 do
for dx = 0, 1 do
local dk = keyOf(cx * 2 + dx, cy * 2 + dy)
- shapeAt[dk] = shapes.classes.wall
- -- remembered for buildVolume: a folded doorway column
- -- answers to its REGION for height and top, not to its
- -- own drawn extent (see the door adoption there)
- S.doorFold[dk] = true
+ local ds = shapeAt[dk]
+ if not (ds and ds.authored) then
+ shapeAt[dk] = shapes.classes.wall
+ -- remembered for buildVolume: a folded doorway column
+ -- answers to its REGION for height and top, not to its
+ -- own drawn extent (see the door adoption there)
+ S.doorFold[dk] = true
+ end
end
end
end
diff --git a/main.lua b/main.lua
index 9b01be9..a1f2b8c 100644
--- a/main.lua
+++ b/main.lua
@@ -376,7 +376,7 @@ mod.events:on("map.reloaded", function(payload)
if mapId then ChunkMesher.invalidate(mapId) end
end)
-mod.exports.version = "1.0.4"
+mod.exports.version = "1.0.5"
-- exposed so a companion mod can pin its own tiles' shapes or read the
-- camera without reaching into this mod's file layout
mod.exports.lib = V
diff --git a/manifest.json b/manifest.json
index fa53bbb..9fa4490 100644
--- a/manifest.json
+++ b/manifest.json
@@ -1,7 +1,7 @@
{
"id": "DRAMATIC_SHAPE",
"name": "Dramatic Shape Voxel Mod",
- "version": "1.0.4",
+ "version": "1.0.5",
"api": 2,
"entry": "main.lua",
"profile": "content",