Update Design Doc: `level` tool

master
Ashley N. 2023-09-06 19:14:49 +00:00
parent 625157fdd5
commit 05641418a9
1 changed files with 5 additions and 4 deletions

@ -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 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 ## 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. 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 ## .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. 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.
@ -75,5 +78,3 @@ For plane A and plane B:
For (total tiles width): For (total tiles width):
2 bytes: Tilemap ID 2 bytes: Tilemap ID
``` ```
(TBD !!)