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Map areas and parent tiles

FromSoftware engineWorld and streamingApplies toSekiroElden Ring

Maps have names such as m11_01_00_00; layout files live at map/mapstudio/<map>.msb.dcx, with resources under map/<map>/. Observed

The Sekiro install holds 10 layouts: m10_00, m11_00, m11_01, m11_02, m13_00, m15_00, m17_00, m20_00, m25_00 and the overlay m89_00_00_99. Proven · Sekiro The Elden Ring install (the base game; the expansion’s archive is not installed) holds 935 layouts, in areas 10 to 16, 18, 19, 30, 31, 32, 34, 35, 39, 45 and 60, with 829 of them in area 60 and none in areas 50 to 59 or 62 to 89 (the dictionary of archive paths names no layout that the archives lack). Proven · Elden Ring

Sekiro map prefix Area PlaceName ID Confidence
m11_00 Ashina Outskirts 1100 Observed · Sekiro
m11_01 Ashina Castle 1110 Observed · Sekiro
m11_02 Ashina Reservoir 1120 Observed · Sekiro
m13_00 Abandoned Dungeon 1300 Observed · Sekiro

These names are matched through collision map-name IDs and location-message entries. Observed · Sekiro

Map Map pieces Objects Enemies Collision parts Confidence
m11_00 Outskirts 4,498 1,509 144 166 Observed · Sekiro
m11_01 Castle 3,636 1,674 284 221 Observed · Sekiro
m11_02 Reservoir 1,689 801 64 72 Observed · Sekiro
m13_00 Dungeon 1,812 277 58 46 Observed · Sekiro

Ashina Castle’s layout also has 10 dummy objects, 298 connecting-collision parts and 11 player parts, with 1,192 regions and 311 events. Observed · Sekiro Its map pieces place 569 FLVER models: 23,389,107 triangles at the finest LOD, 22,843,568 without the m9 far-backdrop models. Its objects (223 models) place 6,700,935 triangles and its world collision has 1,671,788. The playable collision footprint is 478 × 425 m, and the castle references 989 distinct textures, 1,052 with the far models. Observed · Sekiro The Outskirts place 38,629,495 map-piece triangles, the Reservoir 16,258,177 and the Dungeon 8,430,632. Observed · Sekiro

Each map-piece binder holds the drawn FLVER and an _S FLVER, a shadow-caster stand-in whose meshes use M[Shadow]; in the castle 963 meshes use it, and the placed _S models total 9.41 million triangles. The far view is drawn by m9 models listed in farmodel.param, and 284 of the castle’s FLVERs are not placed by its own layout. Observed · Sekiro By model ID, m0 models are detail, m1–m5 large unique pieces, m6 and m7 mountainside out of reach, and m9 the far backdrop. Inferred · Sekiro

Elden Ring map Area Confidence
m11_00_00_00 Leyndell, Royal Capital Sourced · Elden Ring · Smithbox
m14_00_00_00 Academy of Raya Lucaria Sourced · Elden Ring · Smithbox
m60_39_54_00 Shaded Castle, an Altus Plateau tile Sourced · Elden Ring · Smithbox

only in Elden Ring m60 and m61 use 256 m level-0 tiles. A tile mAA_XX_ZZ_00 has parents at levels 1 and 2, with indices (XX >> L, ZZ >> L) and side lengths 512 m and 1,024 m. Larger assets belonging to a small tile can be placed in a parent layout, with names prefixed by the small tile’s name. Observed · Elden Ring

The small tile centre’s coordinate in a level-L parent’s frame, independently for X and Z, is (i - (p << L)) × 256 + 128 - (256 << L)/2, where i is the small index and p = i >> L. Observed · Elden Ring

For m60_39_54_00, the level-1 parent is m60_19_27_01, with centre offset (128,-128) m in X/Z. The level-2 parent is m60_09_13_02, with offset (384,128) m. Observed · Elden Ring

A tile’s own frame has its origin at the tile’s centre. Of the 133,099 assets that the 262 _00 tiles with at least five assets of their own place, 129,174 (97.05 %) lie within 128 m of the origin in X and Z, against 26.0 % inside the square from (0, 0) to (256, 256). Observed · Elden Ring The ground collision of a full tile spans -128 to 128 m in X and Z. Observed · Elden Ring Taking the centre of tile m60_X_Z_00 as (256 X, 256 Z) in one frame for the area, a tile of level L is at the centre of the 2^L by 2^L small tiles it covers, which is the parent formula above; the m60 and m61 grids are separate frames. Inferred · Elden Ring

Every one of the 581 _00 tiles has both its _01 and its _02 parent in the install, and the _01 and _02 tiles host the prefixed parts: 22,800 parts named <_00 tile>-<part> in _01 tiles and 48,757 in _02 tiles, each prefix naming a tile of the install. Proven · Elden Ring

Besides the 581 _00, 153 _01 and 48 _02 tiles, m60 holds 46 tiles whose last block is 10, 11 or 12: 32 _10, 10 _11 and 4 _12. Proven · Elden Ring Each is a second version of the tile at the same coordinates and level (m60_44_36_10 beside m60_44_36_00): all 46 have that base-numbered tile in the install, 30 of the 32 _10 tiles hold as many parts as theirs, and 31 share at least half of its part names. Observed · Elden Ring The _10 tiles lie at X 44 to 47 with Z 36 to 39 and Z 52 to 55 (all 32 positions of those two squares); the _11 and _12 tiles are their parents. Proven · Elden Ring

The tens digit survives the nesting: the parents of mAA_XX_ZZ_10 are mAA_{XX>>1}_{ZZ>>1}_11 and mAA_{XX>>2}_{ZZ>>2}_12, with the same offset formula as above. All 32 _10 tiles have both parents in the install, and all 10 _11 tiles have their _12 parent. Proven · Elden Ring The _11 and _12 layouts name their small tiles’ far assets by prefix just as _01 and _02 do: 1,190 and 2,388 parts carry the prefix of an existing _10 tile, and 85 more carry the prefix of m60_42_40_10 or m60_47_42_10, two _10 tiles that the install does not hold. Proven · Elden Ring A reader that looks for parents only from tiles ending in _00 finds none for the 32 _10 tiles. 28 of the 32 _10 tiles have an EMEVD script of their own, none of the 14 _11 and _12 tiles has one, and neither has any _01 or _02 tile; 342 of the 581 _00 tiles do. Proven · Elden Ring

A parent tile’s drawn parts each belong to one small tile, which their tile-load word names (the +152 slot; see map words). Over the 828 m60 layouts of the install, none of the 145,834 map pieces and assets of the _00 and _10 tiles stores a tile-load map, and every one of the 76,859 of the _01, _02, _11 and _12 tiles stores one. Proven · Elden Ring The parents hold two kinds of drawn part:

Parents’ parts Count Tile-load map Where they are held Confidence
Assets named <small tile>-<part> 75,053 the tile of the prefix, in every case one level each: 23,983 by a level-1 parent, 51,070 by a level-2 parent; 6 place a model the small tile’s own layout also places Proven · Elden Ring
Map pieces without a prefix 903, each placed twice the small tile both its level-1 and its level-2 parent, the same model and tile-load map in each (850 in _01 and _02, 53 in _11 and _12) Proven · Elden Ring

The prefixed assets are thus the small tile’s own content, which only a parent places. Each unprefixed map piece stands where a map piece of its small tile’s own layout stands: within 1 cm for 1,800 of their 1,806 placements, the offsets of the grid applied (the other 6 name m60_42_40_10 and m60_47_42_10, which the install lacks). Proven · Elden Ring They are named after the small tile (m10334000 and m11334100 in m60_08_10_02 and m60_16_20_01 for m60_33_40_00 and m60_33_41_00, standing on its map pieces m334000 and m334100). Observed · Elden Ring They are a coarse form of the small tile’s ground, placed once per parent level, so drawing every layout that covers a place would draw its ground up to three times. Inferred · Elden Ring That the game draws a parent’s part only while its small tile is not drawn at a finer level, by the tile-load word, is the reading the files support (the word is the only field of a part that names the small tile); the runtime test is not established by the files. Inferred · Elden Ring

In the game’s code, one function reads a part’s tile-load word (keeping it unless it is 0xffffffff), and each of its nine callers makes the map it names the part’s own map for the entity machinery: a character’s home map, the enemies a parent places for a small tile gathered for that tile, the map an entity handle resolves to, and a per-map registration of a geometry instance’s ids when it is activated. None of them decides whether the part is drawn. Observed · Elden Ring · read from the executable’s code, eldenring.exe 1.17.3

An asset also stores a map word in its type data, at offset 0x11C: the type data’s words at 0x68, 0x70, 0x78 and 0x80 give the offsets 0x88, 0xC8, 0x108 and 0x148 of four blocks, and the word is +0x14 of the third. Smithbox names it the map whose loading disables the asset. Sourced · Elden Ring · Smithbox’s MSBE part metadata It does not mark the parents’ assets: of the 75,053 prefixed assets, 75,027 hold 0xffffffff there and 26 hold 0; of the 144,934 assets of the _00 and _10 tiles, 144,855 hold 0xffffffff and the other 79, all of models AEG092_*, hold other values (14 of them a map word of an m00 map, the rest small numbers). Proven · Elden Ring

Seven frames of the running game at the Stormveil gate (a legacy map placed in tile m60_39_40_00) draw no part of any m60 tile: the index and vertex ranges every indexed draw binds, matched against the data blocks, vertex buffers and face sets of 2,792 m60 map-piece FLVERs (850 each of _00, _01 and _02 tiles, 50 _10, 53 _11, 53 _12 and 86 of the m60_00_00_99 layout), name only files of m10_00_00_00 (up to 79 FLVERs a frame), its overlay m10_00_00_99 (up to 9), assets, parts and characters. Observed · Elden Ring · seven captured frames, 175 to 270 named buffers each The frames therefore hold nothing of the choice between a _00 tile and its parents.

How does the game choose the level a small tile is drawn at?

The layouts fix which parts stand for which small tile and at which level, not the distances at which the game moves from a _00 tile to its _01 and _02 parents, nor whether it hides a parent’s part by its tile-load word or by another rule. The Stormveil frames draw no m60 tile, so they cannot say. A capture would: the open world with the camera at several distances from one tile boundary (at least three positions, from standing in a _00 tile to well outside the distance at which its _01 or _02 parent stands for it), each frame with every pass’s targets and the constants as each draw read them, so that each draw’s m60 piece, its distance to the tile and which of a tile’s _00 parts and its parents’ parts are drawn can be read.

One Sekiro layout (m89_00_00_99) and 25 Elden Ring layouts end in _99: the _99 layout of each of m10_00, m10_01, m11_00, m11_05, m11_10, m11_71, m12_01, m12_02, m12_03, m13_00, m14_00, m15_00, m16_00, m19_00, m34_10 to m34_15, m39_20, m45_00 to m45_02 and m60_00. None has an EMEVD script. Proven They hold models and parts and no events; regions occur only in m60_00_00_99 (977). Their parts are map pieces and assets (Elden Ring: 239 map pieces and 9,849 assets; Sekiro: 27 map pieces, one object and one player start), with no enemy, collision or connecting-collision parts, and every entity ID that m10_00_00_99 gives is 0. Proven They reach far beyond the map they accompany: m10_00_00_99 places 1,998 parts over x −2,547 to 5,253 m and z −2,150 to 5,274 m, where m10_00_00_00 spans x −587 to 38 m and z −88 to 498 m. Observed · Elden Ring Smithbox treats m60_00_00_99 as a sky map drawn at the base map’s origin. Sourced · Elden Ring · Smithbox The sky map’s own map pieces are named mCCXXZZ_9900 and 83 of its 86 sit at ((XX - 10) x 1,024, 0, (ZZ - 8) x 1,024) m to within 8 m, so its origin is the centre of the level-2 tile m60_10_08_02, the point (10,624, 8,576) in the area’s frame. Observed · Elden Ring The other three, of class 92, sit at places of legacy maps: m920811 exactly at the Academy of Raya Lucaria’s place (below; 0.000 m), m921112 0.016 m from Leyndell’s, m920912 7 m from m39_20_00_00’s. Observed · Elden Ring That the game draws these layouts as a far-scenery overlay, and from where, is not established by the files. Inferred Every one of the 637 drawn parts of m60_00_00_99 (86 map pieces, 551 assets) stores its draw-group and display-group masks with no bit set, and none stores a tile-load map, so no collision’s groups and no tile select them. Proven · Elden Ring

The running game (1.17.2, offline) loads the _99 layout together with its base map. A scan of its committed memory after the player respawned at the Stormveil main gate found the names m10_00_00_99.msb and m10_00_00_99_NNNNNN.mapbnd for 25 of the 46 map-piece models that the layout’s MSB lists (the same scan finds 94 of the 309 map-piece models of m10_00_00_00; every name found is a model of its MSB), and names of .flver members of three of those bundles, so their contents were read. None of the other 24 _99 layouts is named, and a scan at the title screen finds no _99 name. Observed · Elden Ring The same scan finds the base map’s and the _99 layout’s names in the same forms, and the names of m34_10_00_00 and m34_10_00_99 as well. Observed · Elden Ring With the m10_00_00_99 layout’s 1,998 parts moved 300 m up in a test run (the base layout’s parts hidden so that the view is open), the scaffolded house and the grass cliff on one side of the spawn view disappear, and the structures on the other side stay. So parts of the _99 layout are drawn, at the positions the layout stores, in the base map’s coordinate frame. Observed · Elden Ring Which of its 28 map pieces and 1,970 assets are the house and the cliff, whether every part draws, and what the remaining structures belong to, was not established. Unknown · Elden Ring

A map name’s four numbers are stored in layouts and scripts in two byte orders and, in one Elden Ring instruction, as one decimal number, in addition to the name itself:

Where Bytes in file order Little-endian u32 Covered
Part tile-load configuration (+152 slot), region and event extra block (Elden Ring) DD, Z, X, area area in the top byte 77,026 + 625 + 131 words, every one that is not 0xffffffff
Connecting-collision type data (4 bytes after a part index) area, X, Z, DD area in the low byte all 800 connecting collisions
EMEVD instruction arguments that name a map area, X, Z, DD area in the low byte see EMEVD
Elden Ring’s Map ID argument of 2002:11 to 2002:13 one decimal number AABBCCDD (11050000 is m11_05_00_00) not a byte order 64 of 65 literal values name a map of the install; see EMEVD

Read with the area in the top byte, 76,935 of the 77,026 tile-load words, all 625 region words and all 131 event words name a map of the install; the other 91 tile-load words name m60_42_40_10 and m60_47_42_10, the two alternate tiles the install does not hold. Read with the area in the low byte, none of the 77,782 words names a map. Proven · Elden Ring In these words the last number of an alternate tile is stored as the byte 0x10 (16) for _10: the byte is 0 in 73,917 of the words and 0x10 in the other 3,865. Proven · Elden Ring

A connecting collision’s last byte is 0xff in 749 of the 800 (any variant and level of that tile), 0 in 50 and 1 in one. 795 of the 800 name a tile family or map of the install, none names the map that holds it, and the other five (22 10 00 ff in four tiles and 20 00 00 01 in one) name no map of the install. Proven · Elden Ring

Parent tiles need not contain collision: m60_22_22_01 has three map pieces, no collision part and no corresponding high-resolution map collision binder. Observed · Elden Ring

Leyndell’s own layout m11_00_00_00 places 133.2 million triangles from 29.8 million distinct ones. Observed · Elden Ring Of the open-world tiles around it (X 42–45, Z 50–53), m60_44_50_00 places nothing. Observed · Elden Ring

only in Elden Ring A legacy map is any map that is not an m60 or m61 tile: the dungeons (m10 to m16, m18, m19), the catacombs, caves and tunnels (m30 to m32), the divine towers and the sewers (m34, m35), m39_20 and the colosseums (m45). Each is authored in a frame of its own. The rows of WorldMapLegacyConvParam (see PARAM tables) say that a reference point of the map is a point of an overworld tile or of another legacy map, and carry no rotation, so a map’s origin lies at destination point - source point in the destination tile’s frame. Observed · Elden Ring

The param holds 196 rows from regulation 1.12.1 on and 146 in the 16 releases from 1.00.0 to 1.10; the rows read in one layout in all 29 regulations examined. Observed · Elden Ring The 196 rows of the installed regulation place 95 legacy maps by the rules below, and five more are placed by hand. Observed · Elden Ring

  1. A row between two legacy maps whose two reference points are the same numbers makes them share an origin. There are 16 such rows. They join Leyndell m11_00 with m11_05, m19_00, m34_14 and m35_00; m10_00 with m34_10; m12_02 with m12_07, m12_08 and m12_09; m21_00 with m21_01 and m21_02; and m37_00 with m37_01 and m37_02.
  2. The first row in file order that has the base-point flag and a tile as its destination places its source, and every map that shares the source’s origin, in that tile. 89 of the 98 source maps have such a row.
  3. A row whose destination is another legacy map places that map from its source’s place: origin(destination) = origin(source) + source point - destination point. The rows are swept in file order until none places a map; one sweep suffices.
  4. m13_00_00_00 (Crumbling Farum Azula) takes only its rows to m60_51_43_00 and m15_00_00_00 (Miquella’s Haligtree) only its rows to m60_48_57_00. Farum Azula has a base row to m60_54_53_00 too, 1,892 m from the first, and the layout of that tile holds a connection region to the map that its name gives as for the cutscene background-read settings, with the origin as the reference point on both sides. Neither map has a connecting collision, so the choice has no collision to be tested against. Observed · Elden Ring

By these rules 83 maps are placed by a base row of their own, 10 by sharing an origin, 2 by chaining and 5 by hand: 100 maps. 79 are in the base game’s install; the others are 19 Shadow of the Erdtree maps, m34_16_00_00 and the sky map m60_00_00_00. Observed · Elden Ring 15 maps that rows name have no place, because their rows end in area 70 or between areas 37, 38 and 39, and none is in the install: m37_00 to m37_03, m38_10 to m38_12, m39_00 and seven m70 tiles. Observed · Elden Ring All 25 _99 layouts of the install belong to a placed map and take its place. Observed · Elden Ring

The five maps placed by hand are: the ending cutscenes’ map m11_71_00_00, which takes m11_05_00_00‘s origin; the sky map m60_00_00_00, in m60_40_32_00 at (384, 0, 384), the centre of m60_10_08_02; the Royal Colosseum m45_00_00_00, at (-359.44, 32.74, -492.72) from Leyndell’s origin; m45_01_00_00, in m60_47_42_00 at (-2.34, 150.4, -43.36); and m45_02_00_00, in m60_42_40_00 at (-24.47, 208.82, -66.69). Sourced · Elden Ring · Smithbox No row names the colosseums or m11_71 and the colosseums’ layouts have no connection region. Each tile holds assets (AEG400_658 and AEG400_659) 0.69 m (m45_01) and 1.90 m (m45_02) from the stated origin in X and Z and 3.8 m below it, and one asset (AEG226_000_2000 in m60_43_50_00) is 1.69 m in X and Z and 3.6 m below the Royal Colosseum’s. Observed · Elden Ring The sky map is checked below.

  • A second decoder. Paramdex’s definition of the param, laid out by the container rule, reads the same fields of every row in all 29 regulations examined. Observed · Elden Ring
  • The rows against the places. A row says origin(source) + source point = origin(destination) + destination point. Of the 184 rows whose two ends are both placed (a tile counts as placed), 169 hold to within 5 cm. The other 15 are rows 10 and 17 (m13 to m60_51_43_00 as a non-base row, 3,178 m, and to m34_15, 350 m), 132 and 136 (the second tiles of m13 and m15: 1,892 and 627 m), 127 (m12_03 to m35, 220 m), 130 and 131 (m12_07’s own rows, 11.2 m), 222 (m34_14, 2.0 m), 223 (m34_15, 1.2 m), 139 and 1133 (0.13 and 0.1 m), and rows 1113 to 1116 (m25_00 to four tiles, 822 m). Observed · Elden Ring
  • A community table. soulstruct-blender’s table of 99 maps, made from an earlier regulation, agrees with these places to 1 cm for 93 of them and to 2 cm for 97 (m11_05, m11_71, m19_00 and m34_14 are 1.7 cm apart, because the table gives the first its own row and the others its place, where here the four take the row of m11_00). The two others are m34_15_00_00 (350 m) and m35_00_00_00 (220 m), which the table places through m13 and m12_03. The place of m12_07_00_00 and m34_14_00_00 in the table is that of the map they share an origin with, as here, and not their own base row’s. Observed · Elden Ring
  • The layouts’ own connection regions. 132 of the 196 rows have a connection region (type 21) at their reference point in the destination’s layout that names the source, or in the source’s that names the destination. Of the other 64 rows, 59 name a map that is not in the install, and rows 5, 10, 11, 16 and 17 name installed maps and have no region. Observed · Elden Ring

A connecting collision (part kind 11) of a map names a map to load while the player stands on it, and the other map holds one that names the first. Placing both maps by the rules and reading the two sets of collision triangles:

Pair What the collision shows Confidence
m14_00_00_00 and m60_35_46_00 The Academy’s three trigger quads (h901008 to h901010, 27.936 m squares at heights 27, 36 and 44 m) are centred on the tile’s h354690 (a 30.73 m square at 337.577 m) to within 0.001 m in X and Z, and the lowest is at the tile quad’s height. The Academy’s h000800 has its floor at 321.577 m on the top (321.639 m) of the tile’s h354603, with the same edges in X (-96.516 m) and Z (-46.114 m). 25 vertices of the Academy’s connecting collision are within 2 cm of the tile’s, and none is under any of 14 other placements (shifted by 0.5 m, 1 m, 4 m, 64 m, 128 m or 256 m). Observed · Elden Ring
m10_00_00_00 and m60_39_40_00 229 vertices of Stormveil’s connecting collision are within 2 cm of the tile’s, and the offsets between near vertex pairs have one peak, at (0, 0, 0), with 1,107 of them. Observed · Elden Ring
m11_00_00_00 and m60_45_52_00 15 vertices coincide within 2 cm; the near pairs’ offsets peak 0.6 m away. Observed · Elden Ring
m12_02_00_00 and m12_07_00_00 With the shared origin 229 and 276 vertices coincide and the pairs’ offsets peak at (0, 0, 0). Placed by m12_07’s own base row, 11.2 m away, no vertex coincides and the closest are 0.49 m apart. Observed · Elden Ring
m35_00_00_00 and m11_05_00_00 The closest vertices are 0.83 m apart at Leyndell’s origin and 131 m apart at the community table’s place for m35. Observed · Elden Ring

The sky map’s m920811_9900 lies at the Academy’s place to 1 mm and m921112_9900 at Leyndell’s to 0.016 m, in the sky map’s own frame (above). Observed · Elden Ring

The 48 catacombs, caves and tunnels (m30 to m32) of the install are placed at zero offset in 39 cases and at whole tiles (256 m) in 9. Observed · Elden Ring They are authored in their entrance tile’s own coordinates: 31 of the 48 have at least half of their assets inside the square of a tile their rows link them to, and all 48 have their median asset within 128 m of one. Observed · Elden Ring Their collision parts are placeholders: m30_00_00_00 holds seven whose files hold one triangle at the origin, and its geometry is its 1,198 assets; the four maps examined (m30_00, m30_18, m31_22, m32_00) have 21 to 1,503 collision vertices where a full tile has tens of thousands. Their connecting collisions in the four are quads of 1 m at the origin, so no collision of such a map meets its tile’s, and the placement of these maps stands on the rows and on the containment. Observed · Elden Ring

When does each tile become resident or visible?

Nested layout coordinates establish placement relationships. They do not establish streaming radii, hysteresis, parent-child draw overlap or the runtime residency budget.