fix documentation formating
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assets.md
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assets.md
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# Assets
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PPM files that may be converted into the game's raw data format.
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## Map
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The `assets/map.ppm` file contains a representation of the initial state of the map.
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The corresponding tile values are:
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PPM 8bits channels | Tile
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-- | --
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`0x00_00_00` | `0` (Empty)
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`0xFF_00_00` | `1` (Wall)
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`0xFF_FF_00` | `2` (Coin)
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## Sprites
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The corresponding in-game color values are:
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PPM 8bits channels | In-game `RRRGGGBB` value | Name
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-- | -- | --
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`0x00_00_00` | `000_000_00` | Black
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`0x00_00_FF` | `000_000_11` | Blue
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`0x00_FF_00` | `000_111_00` | Green
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`0x77_77_77` | `010_011_10` | Gray
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`0xFF_00_00` | `111_000_00` | Red
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`0xFF_00_FF` | `111_000_11` | Pink
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`0xFF_80_00` | `111_100_00` | Orange
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`0xFF_FF_00` | `111_110_00` | Yellow
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`0xFF_FF_FF` | `111_111_11` | White
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32
readme.md
32
readme.md
@@ -24,33 +24,7 @@ Usage example:
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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.
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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.
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## Assets
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## Documentation
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PPM files that may be converted into the game's raw data format.
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- [Assets](assets.md)
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- [Visuals](visuals.md)
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### Map
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The `assets/map.ppm` file contains a representation of the initial state of the map.
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The corresponding tile values are:
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PPM 8bits channels | Tile
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-- | --
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`0x00_00_00` | `0` (Empty)
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`0xFF_00_00` | `1` (Wall)
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`0xFF_FF_00` | `2` (Coin)
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### Sprites
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The corresponding in-game color values are:
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PPM 8bits channels | In-game `RRRGGGBB` value | Name
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-- | -- | --
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`0x00_00_00` | `000_000_00` | Black
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`0x00_00_FF` | `000_000_11` | Blue
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`0x00_FF_00` | `000_111_00` | Green
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`0x77_77_77` | `010_011_10` | Gray
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`0xFF_00_00` | `111_000_00` | Red
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`0xFF_00_FF` | `111_000_11` | Pink
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`0xFF_80_00` | `111_100_00` | Orange
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`0xFF_FF_00` | `111_110_00` | Yellow
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`0xFF_FF_FF` | `111_111_11` | White
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29
visuals.md
29
visuals.md
@@ -2,22 +2,25 @@
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## Pixel mode resolutions
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## Pixel mode resolutions
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0. 80x60
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Resolution ID | Resolution
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1. 160x120
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-- | --
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2. 256x192
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`0` | `80x60`
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3. 320x240
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`1` | `160x120`
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4. 640x480
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`2` | `256x192`
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5. 800x600
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`3` | `320x240`
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6. 920x720
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`4` | `640x480`
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7. 1024x768
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`5` | `800x600`
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`6` | `920x720`
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`7` | `1024x768`
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## Map size
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## Map sizes
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### 15x11
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### 15x11
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Pro: The width and hight are odd, allowing the map to have a central column and row.
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Pro: The width and hight are odd, allowing the map to have a central column and row.
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Tile size per resolution:
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Resolution ID | Tile size (in pixels) | Comment
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0. 5x5 pixels, with a reminder of 5 pixels en width and 5 pixels in height.
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-- | -- | --
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1. 10x10 pixels, with a reminder of 10w and 10h
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`0` | `5x5` | with a reminder of 5 pixels en width and 5 pixels in height.
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2. 17x17 pixels, no reminder
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`1` | `10x10` | with a reminder of 10w and 10h
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`2` | `17x17` | no reminder
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