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Textdata inaba.dat
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'''<code>inaba.dat</code>''' (14,697 bytes, part of [[BIN textdata]]) is an entity appearance/pattern lookup table. The Japanese place-name filename (and an earlier guess that it was region-NPC placement data) is a red herring — it holds neither. == Format == Line 1 = count (<code>652</code>); each row <code>%d,%d,%d,%d,%s</code> = four indices (stored <code>−1</code> → 0-based) plus a short name like <code>Pf01_01</code> (grouped 4 per set: <code>Pf01_01</code>…<code>Pf01_04</code>). == Loading (Ghidra) == String address <code>004e38cc</code>. <code>File_Read_inaba_dat @ 00486f50</code> → <code>Struct_Setup_SomethingManager @ 00486ea0</code> loads it into '''<code>g_SomethingManager</code>''' (<code>004e9b94</code>), a <code>{count, entry*[]}</code> where each entry is <code>{ vtable, int×4, char name[10] }</code>. Read throughout entity loading (<code>NpcObject_LoadFromArchive</code>, <code>ItemObject_LoadArchiveData</code>, <code>Char_LoadAnimationSequences</code> / <code>…Effect</code> / <code>…MoveData</code>): given a key from an entity's [[textdata NN.dat|<code>NN.dat</code>]] data, <code>FUN_00487190(g_SomethingManager, …, key)</code> resolves the matching <code>Pf…</code> name/indices, which then drive loading that entity's sprite '''sequence''' file (<code>File_Main_Get_Sequence_File</code>). So it maps an entity '''appearance key → sprite-pattern set name''', tying an <code>NN.dat</code> record to a [[BIN pattern|pattern]] sheet and a [[BIN seqence|seqence]] animation track. == See also == * [[BIN textdata]] * [[textdata NN.dat]] * [[BIN pattern]], [[BIN seqence]] * [[textdata iwahara.dat]]
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