fix documentation formating

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2026-04-24 07:23:47 +02:00
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commit 02f123c845
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assets.md Normal file
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# Assets
PPM files that may be converted into the game's raw data format.
## Map
The `assets/map.ppm` file contains a representation of the initial state of the map.
The corresponding tile values are:
PPM 8bits channels | Tile
-- | --
`0x00_00_00` | `0` (Empty)
`0xFF_00_00` | `1` (Wall)
`0xFF_FF_00` | `2` (Coin)
## Sprites
The corresponding in-game color values are:
PPM 8bits channels | In-game `RRRGGGBB` value | Name
-- | -- | --
`0x00_00_00` | `000_000_00` | Black
`0x00_00_FF` | `000_000_11` | Blue
`0x00_FF_00` | `000_111_00` | Green
`0x77_77_77` | `010_011_10` | Gray
`0xFF_00_00` | `111_000_00` | Red
`0xFF_00_FF` | `111_000_11` | Pink
`0xFF_80_00` | `111_100_00` | Orange
`0xFF_FF_00` | `111_110_00` | Yellow
`0xFF_FF_FF` | `111_111_11` | White

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The script is build over Deno's API, so you'll need to have a `deno` binary in your PATH to use it that way. The script is build over Deno's API, so you'll need to have a `deno` binary in your PATH to use it that way.
## Assets ## Documentation
PPM files that may be converted into the game's raw data format. - [Assets](assets.md)
- [Visuals](visuals.md)
### Map
The `assets/map.ppm` file contains a representation of the initial state of the map.
The corresponding tile values are:
PPM 8bits channels | Tile
-- | --
`0x00_00_00` | `0` (Empty)
`0xFF_00_00` | `1` (Wall)
`0xFF_FF_00` | `2` (Coin)
### Sprites
The corresponding in-game color values are:
PPM 8bits channels | In-game `RRRGGGBB` value | Name
-- | -- | --
`0x00_00_00` | `000_000_00` | Black
`0x00_00_FF` | `000_000_11` | Blue
`0x00_FF_00` | `000_111_00` | Green
`0x77_77_77` | `010_011_10` | Gray
`0xFF_00_00` | `111_000_00` | Red
`0xFF_00_FF` | `111_000_11` | Pink
`0xFF_80_00` | `111_100_00` | Orange
`0xFF_FF_00` | `111_110_00` | Yellow
`0xFF_FF_FF` | `111_111_11` | White

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## Pixel mode resolutions ## Pixel mode resolutions
0. 80x60 Resolution ID | Resolution
1. 160x120 -- | --
2. 256x192 `0` | `80x60`
3. 320x240 `1` | `160x120`
4. 640x480 `2` | `256x192`
5. 800x600 `3` | `320x240`
6. 920x720 `4` | `640x480`
7. 1024x768 `5` | `800x600`
`6` | `920x720`
`7` | `1024x768`
## Map size ## Map sizes
### 15x11 ### 15x11
Pro: The width and hight are odd, allowing the map to have a central column and row. Pro: The width and hight are odd, allowing the map to have a central column and row.
Tile size per resolution: Resolution ID | Tile size (in pixels) | Comment
0. 5x5 pixels, with a reminder of 5 pixels en width and 5 pixels in height. -- | -- | --
1. 10x10 pixels, with a reminder of 10w and 10h `0` | `5x5` | with a reminder of 5 pixels en width and 5 pixels in height.
2. 17x17 pixels, no reminder `1` | `10x10` | with a reminder of 10w and 10h
`2` | `17x17` | no reminder