Update Design Doc: `level` tool
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@ -38,17 +38,26 @@ health = {
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```
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```
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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.
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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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### Header
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### Header
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4 bytes: Magic number, 'LEVL' in ASCII. This is useful to quickly evaluate problems with bundling assets in your build.
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* 4 bytes: Magic number, 'LEVL' in ASCII. This is useful to quickly evaluate problems with bundling assets in your build.
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### Map Unit Size
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### Map Unit Size
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1 byte: The unit size for each tile. On Sega Mega Drive this is 8, for 8x8 tile.
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* 1 byte: The unit size for each tile. On Sega Mega Drive this is 8, for 8x8 tile.
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### Map Tile Size
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### Map Tile Size
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1 byte: The width _in number of tiles_ of each entry in the level map.
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* 1 byte: The width _in number of tiles_ of each entry in the level map.
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* 1 byte: The height _in number of tiles_ of each entry in the level map.
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1 byte: The height _in number of tiles_ of each entry in the level map.
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### Component Data
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(TBD !!(
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### Entity Data
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* 2 bytes: The number of entities.
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For (number of entities):
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* 1 byte: X position of entity
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* 1 byte: Y position of entity
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(TBD !!)
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(TBD !!)
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