Update Design Doc: `level` tool

master
Ashley N. 2023-09-04 22:04:24 +00:00
parent c4d4ee5409
commit 3b541cdc01
1 changed files with 1 additions and 8 deletions

@ -11,7 +11,7 @@ This document details some approaches for implementing the `level` tool.
## Converting a Tiled Map Editor Module with `level` ## Converting a Tiled Map Editor Module with `level`
To convert a Tiled map and tileset: 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) 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 ## .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.
### 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 ### Component Definitions
* 2 bytes: Number of component definitions * 2 bytes: Number of component definitions