Autotiles: the inner fill is taken rotated by half a tile, inner corners come from the upper right tile
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@@ -19,9 +19,17 @@ sheets use:
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The bottom 2 × 2 tiles of either block are one fully bordered tile: its middle four quarters are
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the inside, the ring around them the borders and the convex corners. A floor block has one tile row
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more, and that row holds the four notches — the piece for a corner whose two sides are joined but
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whose diagonal is not. A wall knows no diagonals, which is why it is a row shorter and has 16 tiles
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instead of 47.
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more; its **right** tile holds the four notches — the piece for a corner whose two sides are joined
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but whose diagonal is not. The tile to the left of them is a lone tile, the same picture the four
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convex corners make, and it stays unused. A wall knows no diagonals, which is why it is a row
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shorter and has 16 tiles instead of 47.
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The inside is taken **turned by half a tile**: the top-left corner of a drawn tile gets the quarter
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from the bottom right of the block's inside. That is not a detail — it is what makes two tiles next
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to each other continue the drawing, because the quarters that meet on screen are the ones that touch
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in the sheet. The borders behave normally, left on the left and top on top. The rule is the one of
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RPG Maker MZ (`Tilemap.FLOOR_AUTOTILE_TABLE`), and the tests check the editor against that table
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row by row.
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**The tile size comes from the picture**: a block is two tiles wide by definition, so a 96 px wide
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block means 48 px tiles and 24 px quarters. There is no field for it — a second number could only
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