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FRLG maps: generated bases plus overlays (OVERLAYS.md step 1) - #83
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Every FRLG map now has a generator-owned base in maps/base/ (all 152, verified maps outside the scope included; --check reproduces each byte for byte) and, where authored, an overlay in maps/overlays/. runtime/ is derived: base bytes, or base + overlays at story state "complete" for the interim consumer. Generator: every manifest map gets a base, so every source warp and connection is linked by name (the 31 pending relinks are gone); OPENED_TILES leaves the generator; elevation grids are omitted only where lossless (never with water, which Arduino's walker blocks by its level); a collision-free MB_COUNTER is floor. The verified maps' only real hand edit, Vermilion Gym's open beams, is a story_state overlay after FLAG_FOUND_BOTH_VERMILION_GYM_SWITCHES / 00.23. Water drawn as walls on SSAnne_Exterior and VermilionCity is dropped (no consumer needs it). A testdata delta records the generated differences, and the publication test undoes exactly those to reproduce the reviewed v1 digests. map_overlays: effective_map(name, story_state), audit, effective, check and write; schemas/map-overlay.schema.json; manifest entries list base and overlay files with hashes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013VUubhHeYSMGSSDXZkKZss
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The FRLG map resource lock moves to PokemonSimulation e52be04 (dayfine/PokemonSimulation#83): all 152 maps regenerated, every pret warp and connection linked, elevation grids back on 14 water maps, Vermilion Gym's beams an overlay. Arduino still reads runtime/, the effective maps. The map glyph table gains the tile legend's u d l r o H B (spin tiles, the spin stop, fall holes and Strength switches), each a TileKind of its own; no loaded map uses them yet. MAP_NAMES gains Route 8, the east-west Underground Path and Route 7 to Celadon City for 00.30. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013VUubhHeYSMGSSDXZkKZss
This was referenced Nov 10, 2026
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Depends on #82
The 152 FRLG maps now come from one generator mode as
maps/base/. The only real hand edit left in the verified maps, Vermilion Gym's open beams, is an overlay, andruntime/is base + overlays pre-resolved for the consumer.OPENED_TILESis removed. Elevation grids are only left out where that loses nothing; a map with water keeps its grid, because Arduino's walker blocks water by its level. A counter tile without collision counts as floor.VermilionCity_Gymgets onetileop with whystory_state, applying afterFLAG_FOUND_BOTH_VERMILION_GYM_SWITCHES/ checkpoint 00.23. Water drawn as#on SSAnne_Exterior and VermilionCity is dropped, not kept as an overlay: Python routing blocksw, and AutoStory forbids Surf.map_overlaysmodule:effective_map(name, story_state), plusaudit,effective,checkandwritecommands. Addsschemas/map-overlay.schema.json. Manifest entries now listbaseandoverlayfiles with hashes.runtime/, so only a lock bump is needed (71 FRLG files change; BDSP is untouched). OVERLAYS.md lists the details: parity script, glyph table, step 4.Testing
test_map_overlays. The publication test undoes a recorded v1-to-base delta and still reproduces every reviewed v1 digest.--check-published, generator--checkonbase/,map_overlays checkandaudit --all,frlg_map_set check, pack audit, import audit--schema, BDSP--checkand the Parcel replay all pass.🤖 Generated with Claude Code
https://claude.ai/code/session_013VUubhHeYSMGSSDXZkKZss