bump: minor type: feat **Tiled map support (#67–#74)** — load and draw [Tiled](https://www.mapeditor.org/) maps (TMX/TSX/TX and TMJ/TSJ/TJ), the design record from #66. - **P0 parsing primitives (#67)** — a minimal pure-Ludic XML reader (`Xml.*`) for the element/attribute/CDATA subset TMX/TSX/TX use; standard base64 decode/encode (`Base64.*`, RFC 4648), whose decoder ignores the whitespace Tiled wraps into ``; and gzip framing (`z_gunzip`, RFC 1952) wrapping the existing DEFLATE inflater. zlib and the JSON reader already shipped. A curated, attributed golden corpus lands under `assets/tiled-fixtures/`. - **P0.5 TMX/TSX reader (#68)** — `Tiled.read` / `Tiled.read_tsx` map the native XML formats onto the *same* intermediate the JSON path produces — a `Value` tree in Tiled's JSON schema, with every tile layer's data decoded to a dense GID list (CSV, base64, base64+zlib, base64+gzip). A CSV `.tmx` and a base64+zlib `.tmj` of the same map read structurally identically; the in-repo Kenney `sampleMap.tmx` + external `sampleSheet.tsx` load with no manual JSON re-export. - **P1 core load + render (#69)** — the runtime `rt_tmap` model (heap-allocated to `w·h`, lifting the old `96×64` cap), the GID resolver (`Tiled.resolve` → tileset / local id / H·V·D flips), image-backed rendering (`Tiled.draw`, flips applied at blit), and the legacy-tilemap compatibility projection so `Grid.*`/`Path.*`/`esys_move` keep working. `Tiled.load` reads either format, resolves external tilesets + images, and auto-projects a `collision` layer. The Kenney sample loads and renders pixel-identically from `.tmx` and `.tmj`; the `grid` and `physics_tiles` demos now run off a loaded map. - **P2 collision & grid (#70)** — normalise three collision sources into the byte tilemap `esys_move`/`Grid.*`/`Path.*` read, in the design's priority order: per-tile `` hitboxes, the `solid`/`oneway`/`trigger` property convention (`Tiled.collision_kind`/`Tiled.tile_shapes`), and the designated collision layer (`Tiled.project`, any non-zero GID solid) — or drive collision from a visual layer's per-tile metadata alone (`Tiled.collide`). The property convention and the collision-layer fallback produce the same feed; `Path.a_star` over a loaded map matches the hand-authored baseline. - **P3 animated tiles + tile objects (#71)** — a tileset `` advances deterministically as a pure function of the fixed 60/s engine frame clock (`Tiled.frame_gid`/`Tiled.animated`), so an animated GID resolves at draw to the current frame's GID with its flip flags preserved and reproduces frame-for-frame across runs; `Tiled.draw_anim` draws a map with animations advanced. Object-layer entries with a `gid` render the tile image (with their own flips), bottom-anchored, as placeable sprites. - **P4 objects, properties, templates, spawning (#72)** — all object shapes (rectangle / ellipse / point / polygon / polyline / text) and custom properties parse and are queryable (`Tiled.object`, `Tiled.object_shape`, `Tiled.prop`/`Tiled.prop_int`/`Tiled.prop_type`); class properties resolve their defaults against a project custom-type table (`Tiled.load_types` over `objecttypes.xml`); template instances inherit their `.tx`/`.tj` template's fields; and an object maps onto Ludic components on demand (`Tiled.spawn`/`Tiled.spawn_layer`, off by default, via the reflection ABI). - **P5 breadth (#73)** — image layers (parallax + repeat) and group layers (flattened, with recursive offset/opacity/tint/visible; `Tiled.layer_kind`/`Tiled.layer_offsetx`/`Tiled.layer_tint`); the isometric / staggered / hexagonal orientation coordinate transforms (`Tiled.cell_x`/`Tiled.cell_y`, driving the tile draw so cells land at the correct screen coords); and Wang-set GID resolution through the standard resolver (the terrain-corner authoring concept is editor-side and ignored). - **P6 scale (#74)** — infinite/chunked maps: `` (TMX) and JSON `chunks[]` decode and flatten into the dense layer; `.world` stitching (`Tiled.world`/`Tiled.world_count`/`Tiled.world_map`) lists member maps at their offsets; and a self-contained pure-Ludic **zstd** decompressor (`z_zstd`, RFC 8878) for base64+zstd layers — frame + raw/RLE/compressed blocks, raw/RLE/direct-weight-Huffman literals, and the full FSE sequence path — decoding the low-entropy GID streams a tilemap produces (a high-entropy FSE-compressed-Huffman-weights block fails cleanly with -1 rather than emitting wrong bytes).