A — RICH ISO. The old iso-dungeon was a 7-tile sliver of Kenney Isometric
Dungeon; wire the full set so town/dungeon are RICH and interchangeable:
- Real architecture: full stoneWall, stoneWallWindow (actual window),
stoneWallDoorOpen (real door), archway, wood column, stairs.
- Distinct furniture per kind: table -> tableShortChairs (table+chairs),
keg/barrel -> real barrel, crate -> woodenCrate, shelf -> woodenCrates,
chest -> chestClosed (added to the floor+prop compositor). No more
everything-is-a-chest.
Facing (was 90 deg off, twice): verified against live movement the sprites are
angled CLOCKWISE from NE (0=NE,2=SE,4=SW,6=NW), so up->Male_0, right->Male_2,
down->Male_4, left->Male_6. Now the run anim points the way you actually move.
ASCII picker no-op: ASCII draws glyphs and consumes no tile pack, so
projForMode(ascii)=null and the packbar hides for it (it only ever made sense
for Tiled/Iso).
Suite 58/419 green.