# Difference between revisions of "Town map"

(New page: A DX Town is roughly 100 acres in size, divided into a 160x160-cell grid. ACPG used a unit of area called the "acre", or 16 cells by 16 cells. The town was 80 cells W-E by 96 cells N-...) |
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ACPG used a unit of area called the "acre", or 16 cells by 16 cells. | ACPG used a unit of area called the "acre", or 16 cells by 16 cells. | ||

The town was 80 cells W-E by 96 cells N-S, or 30 acres. | The town was 80 cells W-E by 96 cells N-S, or 30 acres. | ||

− | Acres were designated A through F from north to south and 1 through 5 from west to east; notice that this is the transpose of the typical spreadsheet notation, but it matches the row/column notation used on | + | Acres were designated A through F from north to south and 1 through 5 from west to east; notice that this is the transpose of the typical spreadsheet notation, but it matches the row/column notation used on ScanRaid's Sudoku solver. |

Movement from one acre to another would cause a scroll jump, like in several of the 2D Zelda games. | Movement from one acre to another would cause a scroll jump, like in several of the 2D Zelda games. | ||

And the layout of trees in a new town would have diagonally adjacent trees, but only where the two trees straddled an acre boundary, as Chester discovered in Chadonn. | And the layout of trees in a new town would have diagonally adjacent trees, but only where the two trees straddled an acre boundary, as Chester discovered in Chadonn. | ||

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*[http://animalxing.com/well.php AXA's ACPG perfect town guide] | *[http://animalxing.com/well.php AXA's ACPG perfect town guide] | ||

*[http://animalxing.com/perfecttownww.php AXA's ACWW perfect town guide] | *[http://animalxing.com/perfecttownww.php AXA's ACWW perfect town guide] | ||

+ | *[http://www.scanraid.com/sudoku.htm ScanRaid's Sudoku solver] | ||

[[Category:DX Town rules]] | [[Category:DX Town rules]] |

## Revision as of 17:39, 8 September 2008

A DX Town is roughly 100 acres in size, divided into a 160x160-cell grid.

ACPG used a unit of area called the "acre", or 16 cells by 16 cells. The town was 80 cells W-E by 96 cells N-S, or 30 acres. Acres were designated A through F from north to south and 1 through 5 from west to east; notice that this is the transpose of the typical spreadsheet notation, but it matches the row/column notation used on ScanRaid's Sudoku solver. Movement from one acre to another would cause a scroll jump, like in several of the 2D Zelda games. And the layout of trees in a new town would have diagonally adjacent trees, but only where the two trees straddled an acre boundary, as Chester discovered in Chadonn.

In ACWW, the characters never referred to acres, and there were no scroll jumps. But there was still ample evidence of acres. The save file stored the town layout in acres rather than linearly. No rock was ever placed on a cell touching the edge of an acre. The reverse-engineered rules for Pelly's "environment" action included counting trees and flowers in each acre. Even the appearance of the river surface changed subtly at acre boundaries, as Chester discovered in hyrule.

When you put down an item outside, it takes one cell as in AC. When you put down an item inside, it takes one cell except the following:

- carpet and wallpaper: 2 cells
- furni larger than 1 square meter: 1 cell per square meter