Update Design Doc: `level` tool
parent
6497af9d25
commit
90553ee473
|
@ -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.
|
* 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)
|
### .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)
|
### .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.
|
The Sprite Table contains a mapping of sprites to tile indices, as well as their tile dimensions and number of animation frames.
|
||||||
|
|
Loading…
Reference in New Issue