B08-unnamed-building.md
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# B08 - Unnamed building  `OVERWORLD` tileset, **4 x 6 cells** (8 x 12 tiles of 8px, 64 x 96 px). Appears **6 times** in the game. Tile ids index `assets/generated/tilesets/overworld.png`, 16 per row. Coordinates are 1-based and local to the building: cell x=1..4, y=1..6; tile column c=1..8, tile row r=1..12. No terrain padding is included - edge rows and columns that were pure ground have been trimmed. ## Symbol grid ``` x1 x2 x3 x4 +-----+-----+-----+-----+ y1 | A B | B B | B B | B C | | D E | E E | E E | E D | +-----+-----+-----+-----+ y2 | D E | E E | E E | E D | | F G | G G | G G | G H | +-----+-----+-----+-----+ y3 | I J | J J | J J | J K | | I L | L L | L L | L K | +-----+-----+-----+-----+ y4 | I J | J J | J J | J K | | I L | L L | L L | L K | +-----+-----+-----+-----+ y5 | I J | J J | J J | J K | | I L | L L | L L | L K | +-----+-----+-----+-----+ y6 | I L | L L | L L | L K | | M N | N N | N N | N O | +-----+-----+-----+-----+ ``` ## Same grid, raw tile ids ``` x1 x2 x3 x4 +---------+---------+---------+---------+ y1 | 76 83 | 83 83 | 83 83 | 83 77 | | 90 18 | 18 18 | 18 18 | 18 90 | +---------+---------+---------+---------+ y2 | 90 18 | 18 18 | 18 18 | 18 90 | | 92 23 | 23 23 | 23 23 | 23 93 | +---------+---------+---------+---------+ y3 | 15 10 | 10 10 | 10 10 | 10 31 | | 15 75 | 75 75 | 75 75 | 75 31 | +---------+---------+---------+---------+ y4 | 15 10 | 10 10 | 10 10 | 10 31 | | 15 75 | 75 75 | 75 75 | 75 31 | +---------+---------+---------+---------+ y5 | 15 10 | 10 10 | 10 10 | 10 31 | | 15 75 | 75 75 | 75 75 | 75 31 | +---------+---------+---------+---------+ y6 | 15 75 | 75 75 | 75 75 | 75 31 | | 78 26 | 26 26 | 26 26 | 26 79 | +---------+---------+---------+---------+ ``` As a 1-based Lua array, `rows[r][c]`: ```lua local rows = { { 76, 83, 83, 83, 83, 83, 83, 77 }, -- r1 { 90, 18, 18, 18, 18, 18, 18, 90 }, -- r2 { 90, 18, 18, 18, 18, 18, 18, 90 }, -- r3 { 92, 23, 23, 23, 23, 23, 23, 93 }, -- r4 { 15, 10, 10, 10, 10, 10, 10, 31 }, -- r5 { 15, 75, 75, 75, 75, 75, 75, 31 }, -- r6 { 15, 10, 10, 10, 10, 10, 10, 31 }, -- r7 { 15, 75, 75, 75, 75, 75, 75, 31 }, -- r8 { 15, 10, 10, 10, 10, 10, 10, 31 }, -- r9 { 15, 75, 75, 75, 75, 75, 75, 31 }, -- r10 { 15, 75, 75, 75, 75, 75, 75, 31 }, -- r11 { 78, 26, 26, 26, 26, 26, 26, 79 }, -- r12 } ``` ## Legend _Legend pending._ - `A` = tile 76, used 1x - `B` = tile 83, used 6x - `C` = tile 77, used 1x - `D` = tile 90, used 4x - `E` = tile 18, used 12x - `F` = tile 92, used 1x - `G` = tile 23, used 6x - `H` = tile 93, used 1x - `I` = tile 15, used 7x - `J` = tile 10, used 18x - `K` = tile 31, used 7x - `L` = tile 75, used 24x - `M` = tile 78, used 1x - `N` = tile 26, used 6x - `O` = tile 79, used 1x  ## Collision Cell walkability reads the **bottom-left 8px tile** of each cell (`src/world/Map.lua:6`): ``` y1 SOLID SOLID SOLID SOLID y2 SOLID SOLID SOLID SOLID y3 SOLID SOLID SOLID SOLID y4 SOLID SOLID SOLID SOLID y5 SOLID SOLID SOLID SOLID y6 SOLID SOLID SOLID SOLID ``` Every cell is solid - this building has no door of its own. ## Silhouette 322 of the 6144 px inside the box are ground outside the black outline, so the 64x96 box is **not** a solid rectangle - a pixel-perfect cutout has to follow the outline. Terrain pixels by tile row: ``` r1 c1:25px, c8:25px r2 c1:24px, c8:24px r3 c1:24px, c8:24px r4 c1:24px, c8:24px r5 c1:8px, c8:8px r6 c1:8px, c8:8px r7 c1:8px, c8:8px r8 c1:8px, c8:8px r9 c1:8px, c8:8px r10 c1:8px, c8:8px r11 c1:8px, c8:8px r12 c1:8px, c8:8px ``` ## Where it stands | map | cell (x,y) | door | leads to | | --- | --- | --- | --- | | CELADON_CITY | (2,4) | - | scenery, no entrance | | SAFFRON_CITY | (6,16) | - | scenery, no entrance | | SAFFRON_CITY | (10,16) | - | scenery, no entrance | | SAFFRON_CITY | (24,16) | - | scenery, no entrance | | SAFFRON_CITY | (28,16) | - | scenery, no entrance | | SAFFRON_CITY | (32,16) | - | scenery, no entrance |