Update Design Doc: `level` tool
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@ -53,32 +53,34 @@ health = {
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}
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}
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```
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```
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## .bin Format (Tiles)
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## Artifact File Formats
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### .bin Format (Tiles)
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This is a system-specific binary format of tiles formatted for your target system. Normally you would take this data and DMA it to the VRAM in your homebrew.
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This is a system-specific binary format of tiles formatted for your target system. Normally you would take this data and DMA it to the VRAM in your homebrew.
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### `--console md`
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#### `--console md`
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* Output format is identical to `tileset` i.e. it is a colour palette followed by a set of tiles in tile order. Two .bin files are output in `--console md` mode: by default, they are named `plane_b.bin` and `plane_a.bin`. This allows you to manually place them along 128KB boundaries so that DMA works properly.
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* Output format is identical to `tileset` i.e. it is a colour palette followed by a set of tiles in tile order. Two .bin files are output in `--console md` mode: by default, they are named `plane_b.bin` and `plane_a.bin`. This allows you to manually place them along 128KB boundaries so that DMA works properly.
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## .map Format (Tile Map)
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### .map Format (Tile Map)
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While the above format contains the graphics, this contains the nametable settings for each layer i.e. pointers to entries in the above list of tiles for each region of the screen. Normally you would take this data and DMA it to the VRAM in your homebrew, where the pattern map nametable is set.
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While the above format contains the graphics, this contains the nametable settings for each layer i.e. pointers to entries in the above list of tiles for each region of the screen. Normally you would take this data and DMA it to the VRAM in your homebrew, where the pattern map nametable is set.
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### `--console md`
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#### `--console md`
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* 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.
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* 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.
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## .lvc Format (Level Collision Map)
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### .lvc Format (Level Collision Map)
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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.
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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.
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## .ent Format (Entity-Component System)
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### .ent Format (Entity-Component System)
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This file contains the entity-component system defined by the [attributes](#entity-component-system) set in Tiled Map Editor's object layer(s).
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This file contains the entity-component system defined by the [attributes](#entity-component-system) set in Tiled Map Editor's object layer(s).
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### Entity Data
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#### Entity Data
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```
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```
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2 bytes: Number of entities
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2 bytes: Number of entities
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For (number of entities):
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For (number of entities):
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* 2 bytes: Entity ID
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* 2 bytes: Entity ID
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```
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```
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### Component Definitions
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#### Component Definitions
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```
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```
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* 2 bytes: Number of component definitions
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* 2 bytes: Number of component definitions
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For (number of component definitions):
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For (number of component definitions):
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@ -87,7 +89,7 @@ For (number of component definitions):
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* Note: Order of fields are identical to order of fields in configuration TOML.
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* Note: Order of fields are identical to order of fields in configuration TOML.
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```
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```
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### Component Data
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#### Component Data
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```
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```
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* 2 bytes: Number of component instances
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* 2 bytes: Number of component instances
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For (number of component instances):
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For (number of component instances):
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