diff --git a/Design-Doc%3A-%60level%60-tool.md b/Design-Doc%3A-%60level%60-tool.md index 11e6b5d..bf7ade9 100644 --- a/Design-Doc%3A-%60level%60-tool.md +++ b/Design-Doc%3A-%60level%60-tool.md @@ -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 !!) \ No newline at end of file +``` \ No newline at end of file