what rpgmTableEdgeCells needs from an MV map and its tileset
rpgmTableEdgeCells
the tileset's passage flags, indexed by tile id (an array or a sparse record)
map layer 0 (row-major, one tile id per cell), whose A3/A4 tiles suppress an edge
map layer 1, where tables are placed
what
rpgmTableEdgeCellsneeds from an MV map and its tileset