Update Design Doc: `level` tool
parent
625157fdd5
commit
05641418a9
|
@ -13,7 +13,7 @@ To convert a Tiled map and tileset:
|
|||
```
|
||||
reskit level -i map.tmx -c mapping.toml --system md --tile-size 2x2
|
||||
```
|
||||
Reskit will compile and output a .lvl file which you can then bundle into your game project, as well as a tilemap file formatted to the system defined in `--system`. (More information on .lvl format TBD)
|
||||
Reskit will compile and output a .lvl file and .til file which you can then bundle into your game project, as well as a tilemap file formatted to the system defined in `--system`. See below for information on .lvl format.
|
||||
|
||||
## Entity-Component System
|
||||
Reskit assumes a best-practice entity-component engine design and the objects defined in your .tmx file effectively serve as the entities.
|
||||
|
@ -39,6 +39,9 @@ health = {
|
|||
}
|
||||
```
|
||||
|
||||
## .bin Format (Tiles)
|
||||
This is a system-specific binary format of tiles formatted for your target system. Normally you would take this data and DMA it to the video display hardware in your homebrew.
|
||||
|
||||
## .lvl Format
|
||||
The .lvl format is output by the `level` tool. It is a binary format ideal for use on a 8-bit or 16-bit game console. All coordinates use (0,0) upper left as an origin.
|
||||
|
||||
|
@ -74,6 +77,4 @@ For plane A and plane B:
|
|||
For (total tiles height):
|
||||
For (total tiles width):
|
||||
2 bytes: Tilemap ID
|
||||
```
|
||||
|
||||
(TBD !!)
|
||||
```
|
Loading…
Reference in New Issue