From 90553ee473e9a7a939dfbf1456c672f01347ef68 Mon Sep 17 00:00:00 2001 From: Ashley N Date: Tue, 10 Oct 2023 23:03:53 +0000 Subject: [PATCH] Update Design Doc: `level` tool --- Design-Doc%3A-%60level%60-tool.md | 10 +++++++++- 1 file changed, 9 insertions(+), 1 deletion(-) diff --git a/Design-Doc%3A-%60level%60-tool.md b/Design-Doc%3A-%60level%60-tool.md index e3bec95..ae9266f 100644 --- a/Design-Doc%3A-%60level%60-tool.md +++ b/Design-Doc%3A-%60level%60-tool.md @@ -62,7 +62,15 @@ While the above format contains the graphics, this contains the nametable settin * This contains entries in [VDP nametable format](https://md.railgun.works/index.php?title=VDP#Nametables), in tile layer B followed by tile layer A, sized according to your settings in Tiled Map Editor. DMA this to the nametable location in each respective layer. ### .lvc Format (Level Collision Map) -The collision map is just an array of 8-bit unsigned integers laid out with the same tile dimensions as your visible layers. 0 is a free area, while 1 is a collision area. +The collision map contains bounding boxes drawn in Tiled editor that your map can check against each iteration of the game loop. +``` +2 bytes: Number of bounding boxes +For (Number of bounding boxes): + 2 bytes: X dimension + 2 bytes: Y dimension + 2 bytes: X2 dimension (x + width) + 2 bytes: Y2 dimension (y + height) +``` ### .spt Format (Sprite Table) The Sprite Table contains a mapping of sprites to tile indices, as well as their tile dimensions and number of animation frames.