Update Design Doc: `level` tool
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@ -13,7 +13,7 @@ To convert a Tiled map and tileset:
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```
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```
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reskit level -i map.tmx -c mapping.toml --system md --tile-size 2x2
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reskit level -i map.tmx -c mapping.toml --system md --tile-size 2x2
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```
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```
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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)
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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.
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## Entity-Component System
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## Entity-Component System
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Reskit assumes a best-practice entity-component engine design and the objects defined in your .tmx file effectively serve as the entities.
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Reskit assumes a best-practice entity-component engine design and the objects defined in your .tmx file effectively serve as the entities.
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@ -39,6 +39,9 @@ health = {
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}
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}
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```
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```
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## .bin Format (Tiles)
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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.
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## .lvl Format
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## .lvl Format
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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.
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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.
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@ -75,5 +78,3 @@ For plane A and plane B:
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For (total tiles width):
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For (total tiles width):
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2 bytes: Tilemap ID
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2 bytes: Tilemap ID
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```
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```
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(TBD !!)
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