feat(zelda-like): tree house in original fsa layout#211
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Rebuilds Link's tree house at the ORIGINAL room layout. Root cause of the persistently 'wrong' tiles: our map was a 1:1 slice of the finalized tileset's pre-composed octagon — which is the tileset's own arrangement, NOT the game's room. The authoritative reference is the FSA project's own screenshot of
links_house(kokiri_inside_sample_01.png, exactly 21×15 tiles — matching thelinks_house.bingrid header), now preserved asreferences/fsa_links_house_reference.pngin the zelda-games repo along with a newtools/match-room-tiles.py(screenshot→tileset grid matcher; for these samples it documents that the screenshots use an earlier art pass thanfinalized/, so layout — not pixels — is the transferable truth).The new room: 21×15, generated by the committed
games/zelda-like/tools/build-tree-house.py— an ASCII plan read off the reference + a legend onto the finalized sheet (now shipped FULL 256×256 as the tree-house tileset, 256 sprites with per-cell solid flags). Bed top-centre, big table left, the round emblem rug centre, bottle dresser, barrels/pots, wall vines, door corridor bottom-centre at x=10 (mat tiles walkable, gap-checked via the agent walkability fold: spawn (10,10), arrival (10,12), mat (10,13) all walkable). Kokiri door teleports retarget to (10,12); the return teleport exits to the mat at (76,68).Not pixel-perfect vs. the reference (diagonal corners are simplified, minor prop placement deltas) — but the layout is faithful and now trivially fine-tunable in the editor;
get_map_data+ the framebuffer canvas screenshot (#210) are the verification loop for that.