From 3b541cdc01afc0a8b79d12eaba9f8e405616f2ed Mon Sep 17 00:00:00 2001 From: Ashley N Date: Mon, 4 Sep 2023 22:04:24 +0000 Subject: [PATCH] Update Design Doc: `level` tool --- Design-Doc%3A-%60level%60-tool.md | 9 +-------- 1 file changed, 1 insertion(+), 8 deletions(-) diff --git a/Design-Doc%3A-%60level%60-tool.md b/Design-Doc%3A-%60level%60-tool.md index 3fe104b..1ed7ef9 100644 --- a/Design-Doc%3A-%60level%60-tool.md +++ b/Design-Doc%3A-%60level%60-tool.md @@ -11,7 +11,7 @@ This document details some approaches for implementing the `level` tool. ## Converting a Tiled Map Editor Module with `level` To convert a Tiled map and tileset: ``` -reskit level -i map.tmx -c mapping.toml +reskit level -i map.tmx -c mapping.toml --map-tile-size 16x16 ``` Reskit will compile and output a .lvl file which you can then bundle into your game project. (More information on .lvl format TBD) @@ -40,13 +40,6 @@ health = { ## .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. -### Header -* 4 bytes: Magic number, 'LEVL' in ASCII. This is useful to quickly evaluate problems with bundling assets in your build. - -### Map Tile Size -* 1 byte: The width _in number of tiles_ of each entry in the level map. -* 1 byte: The height _in number of tiles_ of each entry in the level map. - ### Component Definitions * 2 bytes: Number of component definitions