Open Shad0wlife opened 2 years ago
What is the None
interpreted from? Is it already in uninterpreted XML?
Also isn't it possible that they use different sparse grid for the AreaIds
and VarMapData
?
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 colony01_l_05_river_01
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)
```xmlSo 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 😄