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Sparse Grid Interpreter needs more work #24
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What is the Also isn't it possible that they use different sparse grid for the |
Yes, the None Tags are part of the uninterpreted export. Also, AreaIDs is not a Sparse Grid, but a "full" one with 2 bytes per Grid coordinate. The only 2 Sparse Grids I know are VarMapData and the IrrigationManager or so. |
AreaIds is also a sparse grid of 2 bytes per grid cell for some maps in last GU. For example |
Ok, yeah I just opened a storyisland. The AreaIDs Sparse Grid definitely has a different data type per grid cell (the same 2 bytes as non-sparse) than eg. the VarMapData. Though I have to admit, for storyisland_01 why they even use a sparsegrid, when they don't use any defaults there but only values, for all tiles. That is just a regular grid, but inefficient :D (Doesn't affect our interpreter though) |
Tagging @Atria1234 for this as well.
The values of the sparse grid don't get handled correctly. They aren't just a byte array, but for a Sparse Grid with 16x16 Tiles, the
values
tag contains 256None
tags, which are either empty (self closing) or contain adata
element that is 4 bytes in size. This also means that that data cannot be interpreted as AreaID data because there each coordinate only has 2 bytes of data.[Clickable Spoiler] Here is a sparse grid from the community island (data interpreted as 2x Int16)
So generally the info about the mode is correct, just the actual data is not what we expected it to be. I don't know if it's 4 Bytes or 2 Shorts (like above), I'm just mostly certain it's not 1 Int32 😄
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