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EDGE traversal data

FromSoftware engineGameplay dataApplies toSekiro

Sekiro EDGE data describes grapple points, hang segments and wall-hug segments separately from render meshes and collision. The examined files have a 16-byte header and 64-byte records, with the count covering the complete file. Observed

EDGE header16 bytes75% known
ProvenObservedSourcedInferredUnknownNot described
OffsetSizeTypeFieldConfidenceNotes
0x04u32unknownUnknownObserved 4
0x44u32record countObserved
0x84i32file IDObserved
0xC4u32 = 0paddingObserved
EDGE record64 bytes78% known
ProvenObservedSourcedInferredUnknownNot described
OffsetSizeTypeFieldConfidenceNotes
0x012f32[3]point 0Observed
0xC4f32unknownUnknownObserved 1.0
0x1012f32[3]point 1Observed
0x1C4f32unknownUnknownObserved 1.0
0x2012f32[3]point 2Observed
0x2C4f32parameterUnknownFinite stored float; meaning unresolved
0x304i32record IDObserved
0x341u8traversal kindObserved1 grapple; 2 hang; 3 wall hug
0x351u8variationUnknownRaw stored byte
0x361u8flagsUnknownRaw stored byte
0x379u8[9] = 0paddingObserved
Map Hang segments Wall-hug segments Grapple points Confidence
m11_01 Ashina Castle 963, 7,280 m 1,326, 6,267 m none Observed · Sekiro
m11_00 Ashina Outskirts 584, 2,813 m 974, 3,818 m 4 Observed · Sekiro
m11_02 Ashina Reservoir 211, 702 m 229, 778 m none Observed · Sekiro
What are the point and variation conventions for every traversal kind?

The records distinguish traversal classes, but complete point roles, eligibility flags, direction conventions and runtime activation rules remain unresolved.