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'''BIN textdata''' is an encrypted, name-indexed [[BIN files|BIN archive]] (paired <code>textdatah.bin</code> / <code>textdata.bin</code>) holding almost all of the game's plain-text data: item/NPC/monster stats, UI strings, quick-chat phrases, lore, and the world/map/time-scheduling tables. Nearly every file is CP949-encoded (Korean); most use a <code>Korean~English</code> tilde-delimited pair per line, with <code>/e</code> (end-of-string) and <code>/n</code> (forced newline) inline markers in the longer caption files. It is the largest and most varied of the BIN archives — this page groups its ~250 files by purpose. | |||
== Item / NPC / monster records — <code>NN.dat</code> == | |||
The numbered <code>textdata/NN.dat</code> files are the game's object definitions — weapons, armor, and every other item, plus NPCs and monsters. Despite the <code>.dat</code> extension they're plain text: line 1 is the record count, then each record is 3 lines (Korean name, English name, a space-separated stat line). There are 14 record types, each with its own fixed stat-line column count: | |||
{| class="wikitable" | |||
! Type !! Category !! <code>.dat</code> files !! Stat columns !! Notes | |||
|- | |||
| 0 || Weapons (katana/sword/axe/spear/bow/bowgun) || 16–22, 62, 63 || 44 || 6 equip stats + weapon params + ~14 sprite/animation ids for the swing/effect frames | |||
|- | |||
| 1 || Armor || 23–31, 61 || 16 || 6 equip stats + sprite/variant | |||
|- | |||
| 2 || Rings || 8, 32 || 14 || 6 equip stats only | |||
|- | |||
| 3 || Emblems || 9, 33 || 8 || header only (no stats/price) | |||
|- | |||
| 4 || Medicine / food || 10, 11, 34 || 10–11 || header + recovery amount + effect-name string | |||
|- | |||
| 5 || Money || 15 || 8 || header only (it ''is'' currency) | |||
|- | |||
| 6 || Scrolls || 38–43 || 33 || header + skill/effect params | |||
|- | |||
| 7 || Books || 44–47 || 8 || header only | |||
|- | |||
| 8 || Misc items (ore / monster-item / letter) || 35–37, 48, 49 || 8 || header only | |||
|- | |||
| 9 || Monsters || 64–69, 73, 78, 79 || 32 || HP/stat/AI/drop block (server-side) | |||
|- | |||
| 0xA || Monsters (special) || 70 || 36 || extended monster block | |||
|- | |||
| 0xB || NPCs (field/party) || 5, 74, 75 || 8 || header + reference fields, no shop | |||
|- | |||
| 0xC || NPC shopkeepers (incl. Au) || 77 || 22 || header + shop-type code + 14 per-category "sells this" flags | |||
|- | |||
| 0xD || Monsters || 89–92 || ~3 || sparse / mostly empty | |||
|} | |||
Every record starts with the same header: dat file number, record index, then (for items) sub-type/grade, an item-level/sort key, an icon bitmap index, and buy/sell price. Equippable items (weapon/armor/ring) then carry a confirmed, fixed 6-stat block — '''OFC''' (offense), '''DEF''', '''AGL''', '''LUCK''', '''LIFE''', '''FOOD''' — used both for the item-detail panel and (server-side) as the equip bonuses applied to a wearer's totals. Full field-by-field offsets, per-type decoders, and the shop/price consumer trace live in <code>nn_dat_records.md</code> in the server repo. | |||
Each <code>NN.dat</code> that has flavor text has a matching '''<code>cptNN.txt</code>''' — a <code>Korean~English</code> description file with the same <code>/e</code>/<code>/n</code> markers, paired by file number (line index = record index). Not every <code>.dat</code> has one (e.g. 9, 15, 22, 31–33, 38–43, 61–63, 76 are data-only). | |||
== Item category / naming tables == | |||
{| class="wikitable" | |||
! File !! Size !! Contents | |||
|- | |||
| <code>cptnamecategory.txt</code> || 799 B || Category-ID → name (<code>Korean~English</code>), e.g. 8=Ring, 16=Katana, 17=Sword, 23–30=the armor lines | |||
|- | |||
| <code>cptcategory.txt</code> || 3,856 B || Per-slot category descriptions / grade text | |||
|} | |||
== UI message strings — <code>cpt_*_msg.txt</code> == | |||
Per-panel localized UI labels (<code>Korean~English</code>), loaded straight into that panel's widget setup. | |||
{| class="wikitable" | |||
! Files !! Panel / use | |||
|- | |||
| <code>cpt_title_msg.txt</code>, <code>Cpt_titleerror_msg.txt</code> || Title screen + login/title errors | |||
|- | |||
| <code>cpt_charmake_msg.txt</code> || Character creation | |||
|- | |||
| <code>cpt_buttons_msg.txt</code>, <code>cpt_gauge_msg.txt</code> || Generic buttons / gauges | |||
|- | |||
| <code>cpt_msgbox_msg.txt</code>, <code>cpt_sysbox_msg.txt</code>, <code>cpt_sysbox_money_msg.txt</code>, <code>cpt_sysbox_newid_msg.txt</code> || Message / system / money / new-ID dialogs | |||
|- | |||
| <code>cpt_panel_status_msg.txt</code>, <code>cpt_panel_option_msg.txt</code>, <code>cpt_panel_chat_msg.txt</code>, <code>cpt_panel_catalog_msg.txt</code>, <code>cpt_panel_ranking_msg.txt</code>, <code>cpt_panel_mission_msg.txt</code>, <code>cpt_panel_map_msg.txt</code> || Status / Option / Chat / Catalog / Ranking / Mission / Map panels | |||
|- | |||
| <code>cpt_npcbox_taiwa_msg.txt</code>, <code>cpt_npcbox_captalk_msg.txt</code>, <code>cpt_npcbox_group_msg.txt</code>, <code>cpt_npcbox_profile_msg.txt</code>, <code>cpt_npcbox_shop_msg.txt</code> || NPC dialog box: talk / captalk / group / profile / shop | |||
|- | |||
| <code>cpt_esepanel_rankingb_msg.txt</code>, <code>cpt_esepanel_record_msg.txt</code> || "Ese" panel ranking / record sub-views | |||
|} | |||
== Quick-chat & talk phrases == | |||
{| class="wikitable" | |||
! File !! Size !! Contents | |||
|- | |||
| <code>captalk01.txt</code>–<code>captalk04.txt</code> || 337/301/220/243 B || Canned quick-chat phrases ("Hello", "Help!", "Let's move together"), loaded together by the NPC captalk panel | |||
|- | |||
| <code>misccaption_b.txt</code> || 866 B || Misc captions (variant b) | |||
|- | |||
| <code>misccaption_u.txt</code> || 138 B || Misc captions (variant u) — line 1/2 are the item-stat panel's column headers (<code>LIFE FOOD OFC DEF AGL LUCK</code> / <code>SPEC</code>) | |||
|} | |||
== System / event / history == | |||
{| class="wikitable" | |||
! File !! Size !! Contents | |||
|- | |||
| <code>event.txt</code> || 268,065 B || The largest textdata file. A time-scheduled world-event table: 16-column CSV rows scheduling a scripted action (state change / sound / lighting+transition) on a world object, map-area node, or zone at a specific in-game calendar time. Client-side self-dispatch of this table is permanently disabled in this build — it's meant to be driven by the server, which should walk the schedule and emit <code>0xC062</code> effect packets at the scheduled ticks. | |||
|- | |||
| <code>sysmsg.txt</code> || 1,418 B || System messages (<code>Korean~English</code>) with <code>[#param]</code> placeholders. Not referenced anywhere in <code>rg.exe</code> — legacy/unused; live system text instead comes from the <code>cpt_*_msg.txt</code> files, <code>system/system%02d.txt</code>, and SeData "menu msg" entries | |||
|- | |||
| <code>cpt_history.txt</code> || 11,843 B || History / lore / credits text | |||
|} | |||
== World / map / scenery == | |||
{| class="wikitable" | |||
! File !! Size !! Contents | |||
|- | |||
| <code>panelmapno_world.txt</code> || 5,695 B || World-map panel region numbering. Not referenced anywhere in <code>rg.exe</code> — the runtime map/world data instead comes from the binary <code>world.ftpg</code>/<code>world.slk</code>/<code>world.wlist</code> in the '''mapdata''' archive. Treat as an editor/legacy asset | |||
|- | |||
| <code>landscape.dat</code> || 144 B || ASCII manifest of landscape-backdrop codes (<code>3<region><LOD:03d></code>, e.g. <code>3a000</code>), one per (region, LOD) pair that has a distinct backdrop; looked up while loading a field area, walking the LOD down to the nearest match | |||
|- | |||
| <code>enkeifile.txt</code> || 20,824 B || World zone geometry — 256 zones, each a name plus up to 30 circles (center X/Z + radius); a point is "in" a zone if it falls inside any of its circles. Despite the name ("distant view"), this is zone/area definition data, not scenery placement | |||
|} | |||
== Entity & location lookup tables == | |||
{| class="wikitable" | |||
! File !! Size !! Contents | |||
|- | |||
| <code>inaba.dat</code> || 14,697 B || Entity appearance/pattern lookup — 652 rows of four indices + a short pattern-set name (e.g. <code>Pf01_01</code>). Given an appearance key from an entity's <code>NN.dat</code> data, this resolves which sprite-pattern set (and thus [[BIN pattern|pattern]]/[[BIN seqence|seqence]] archive entries) that entity uses | |||
|- | |||
| <code>iwahara.dat</code> || 24,944 B || Location-name table — roughly 3,474 <code>Korean~English</code> place names, indexed the same way as the <code>world.slk</code> area list. Used to show a readable place name for map/location-referencing items | |||
|} | |||
== Time-windowed world tables == | |||
Six structurally-related tables attach time-windowed properties (BGM, sound effects, visual effects, "erase" flags) to a map area (a zone or a <code>world.wlist</code> node). All six are queried the same way — "is there an entry active for this area at the current in-game time?" — and differ only in which per-area channel and value they carry. | |||
{| class="wikitable" | |||
! File !! Columns !! Value carried !! Notes | |||
|- | |||
| <code>bgmtable.txt</code> || 14 || BGM track id + track name || per-area background music | |||
|- | |||
| <code>setable.txt</code> || 10 || sound-effect id || rows use <code>from == to</code> — a point-in-time SE trigger | |||
|- | |||
| <code>erasetable.txt</code> || 13 || 4 bool flags (what to hide/remove) || the query itself is just a presence test | |||
|- | |||
| <code>effecttable.txt</code> || 10 || per-area "effect 2" channel value || | |||
|- | |||
| <code>tenkoutable.txt</code> || 10 || per-area "effect 0" channel value || values 1–10 become the area's pending interaction/event id | |||
|- | |||
| <code>tensoutable.txt</code> || 10 || per-area "effect 1" channel value || | |||
|} | |||
The 10-column form is <code>[fromWeek, fromDay, fromHour, fromMinute, target, value, toWeek, toDay, toHour, toMinute]</code> (<code>99</code> = wildcard/"any"); <code>bgmtable</code>/<code>erasetable</code> pad this with a few extra trailing columns for their track name / flags. | |||
{| class="wikitable" | |||
! File !! Size !! Contents | |||
|- | |||
| <code>naikanBGM.txt</code> || 5,632 B || Flat array, one integer per line (one per <code>world.wlist</code> area) — each area's baseline interior-ambiance/BGM index | |||
|- | |||
| <code>rankingitem.txt</code> || 3,190 B || 13 weeks × 9 slots of weekly ranking-shop reward items (reward dat file + entry index per row); ranking NPCs map to a slot via a hardcoded subtype table | |||
|} | |||
== Manifest & version (packer-only) == | |||
{| class="wikitable" | |||
! File !! Size !! Contents | |||
|- | |||
| <code>textlist.dat</code> || 1,991 B || Packer manifest: line 1 = file count (158), then one filename per line, in archive order. Used only by the build tool that packs this folder into <code>textdata.bin</code>/<code>textdatah.bin</code> — not read at runtime (though the archive does store this same list as entry 0 inside the packed <code>.bin</code>, for in-game name lookups) | |||
|- | |||
| <code>textdata.ver</code> || 19 B || Version stamp (<code>VER.text010329_01</code>, date-coded 2001-03-29). Packer metadata only, no reference in <code>rg.exe</code> | |||
|} | |||
Revision as of 13:07, 2 July 2026
BIN textdata is an encrypted, name-indexed BIN archive (paired textdatah.bin / textdata.bin) holding almost all of the game's plain-text data: item/NPC/monster stats, UI strings, quick-chat phrases, lore, and the world/map/time-scheduling tables. Nearly every file is CP949-encoded (Korean); most use a Korean~English tilde-delimited pair per line, with /e (end-of-string) and /n (forced newline) inline markers in the longer caption files. It is the largest and most varied of the BIN archives — this page groups its ~250 files by purpose.
Item / NPC / monster records — NN.dat
The numbered textdata/NN.dat files are the game's object definitions — weapons, armor, and every other item, plus NPCs and monsters. Despite the .dat extension they're plain text: line 1 is the record count, then each record is 3 lines (Korean name, English name, a space-separated stat line). There are 14 record types, each with its own fixed stat-line column count:
| Type | Category | .dat files |
Stat columns | Notes |
|---|---|---|---|---|
| 0 | Weapons (katana/sword/axe/spear/bow/bowgun) | 16–22, 62, 63 | 44 | 6 equip stats + weapon params + ~14 sprite/animation ids for the swing/effect frames |
| 1 | Armor | 23–31, 61 | 16 | 6 equip stats + sprite/variant |
| 2 | Rings | 8, 32 | 14 | 6 equip stats only |
| 3 | Emblems | 9, 33 | 8 | header only (no stats/price) |
| 4 | Medicine / food | 10, 11, 34 | 10–11 | header + recovery amount + effect-name string |
| 5 | Money | 15 | 8 | header only (it is currency) |
| 6 | Scrolls | 38–43 | 33 | header + skill/effect params |
| 7 | Books | 44–47 | 8 | header only |
| 8 | Misc items (ore / monster-item / letter) | 35–37, 48, 49 | 8 | header only |
| 9 | Monsters | 64–69, 73, 78, 79 | 32 | HP/stat/AI/drop block (server-side) |
| 0xA | Monsters (special) | 70 | 36 | extended monster block |
| 0xB | NPCs (field/party) | 5, 74, 75 | 8 | header + reference fields, no shop |
| 0xC | NPC shopkeepers (incl. Au) | 77 | 22 | header + shop-type code + 14 per-category "sells this" flags |
| 0xD | Monsters | 89–92 | ~3 | sparse / mostly empty |
Every record starts with the same header: dat file number, record index, then (for items) sub-type/grade, an item-level/sort key, an icon bitmap index, and buy/sell price. Equippable items (weapon/armor/ring) then carry a confirmed, fixed 6-stat block — OFC (offense), DEF, AGL, LUCK, LIFE, FOOD — used both for the item-detail panel and (server-side) as the equip bonuses applied to a wearer's totals. Full field-by-field offsets, per-type decoders, and the shop/price consumer trace live in nn_dat_records.md in the server repo.
Each NN.dat that has flavor text has a matching cptNN.txt — a Korean~English description file with the same /e//n markers, paired by file number (line index = record index). Not every .dat has one (e.g. 9, 15, 22, 31–33, 38–43, 61–63, 76 are data-only).
Item category / naming tables
| File | Size | Contents |
|---|---|---|
cptnamecategory.txt |
799 B | Category-ID → name (Korean~English), e.g. 8=Ring, 16=Katana, 17=Sword, 23–30=the armor lines
|
cptcategory.txt |
3,856 B | Per-slot category descriptions / grade text |
UI message strings — cpt_*_msg.txt
Per-panel localized UI labels (Korean~English), loaded straight into that panel's widget setup.
| Files | Panel / use |
|---|---|
cpt_title_msg.txt, Cpt_titleerror_msg.txt |
Title screen + login/title errors |
cpt_charmake_msg.txt |
Character creation |
cpt_buttons_msg.txt, cpt_gauge_msg.txt |
Generic buttons / gauges |
cpt_msgbox_msg.txt, cpt_sysbox_msg.txt, cpt_sysbox_money_msg.txt, cpt_sysbox_newid_msg.txt |
Message / system / money / new-ID dialogs |
cpt_panel_status_msg.txt, cpt_panel_option_msg.txt, cpt_panel_chat_msg.txt, cpt_panel_catalog_msg.txt, cpt_panel_ranking_msg.txt, cpt_panel_mission_msg.txt, cpt_panel_map_msg.txt |
Status / Option / Chat / Catalog / Ranking / Mission / Map panels |
cpt_npcbox_taiwa_msg.txt, cpt_npcbox_captalk_msg.txt, cpt_npcbox_group_msg.txt, cpt_npcbox_profile_msg.txt, cpt_npcbox_shop_msg.txt |
NPC dialog box: talk / captalk / group / profile / shop |
cpt_esepanel_rankingb_msg.txt, cpt_esepanel_record_msg.txt |
"Ese" panel ranking / record sub-views |
Quick-chat & talk phrases
| File | Size | Contents |
|---|---|---|
captalk01.txt–captalk04.txt |
337/301/220/243 B | Canned quick-chat phrases ("Hello", "Help!", "Let's move together"), loaded together by the NPC captalk panel |
misccaption_b.txt |
866 B | Misc captions (variant b) |
misccaption_u.txt |
138 B | Misc captions (variant u) — line 1/2 are the item-stat panel's column headers (LIFE FOOD OFC DEF AGL LUCK / SPEC)
|
System / event / history
| File | Size | Contents |
|---|---|---|
event.txt |
268,065 B | The largest textdata file. A time-scheduled world-event table: 16-column CSV rows scheduling a scripted action (state change / sound / lighting+transition) on a world object, map-area node, or zone at a specific in-game calendar time. Client-side self-dispatch of this table is permanently disabled in this build — it's meant to be driven by the server, which should walk the schedule and emit 0xC062 effect packets at the scheduled ticks.
|
sysmsg.txt |
1,418 B | System messages (Korean~English) with [#param] placeholders. Not referenced anywhere in rg.exe — legacy/unused; live system text instead comes from the cpt_*_msg.txt files, system/system%02d.txt, and SeData "menu msg" entries
|
cpt_history.txt |
11,843 B | History / lore / credits text |
World / map / scenery
| File | Size | Contents |
|---|---|---|
panelmapno_world.txt |
5,695 B | World-map panel region numbering. Not referenced anywhere in rg.exe — the runtime map/world data instead comes from the binary world.ftpg/world.slk/world.wlist in the mapdata archive. Treat as an editor/legacy asset
|
landscape.dat |
144 B | ASCII manifest of landscape-backdrop codes (3<region><LOD:03d>, e.g. 3a000), one per (region, LOD) pair that has a distinct backdrop; looked up while loading a field area, walking the LOD down to the nearest match
|
enkeifile.txt |
20,824 B | World zone geometry — 256 zones, each a name plus up to 30 circles (center X/Z + radius); a point is "in" a zone if it falls inside any of its circles. Despite the name ("distant view"), this is zone/area definition data, not scenery placement |
Entity & location lookup tables
| File | Size | Contents |
|---|---|---|
inaba.dat |
14,697 B | Entity appearance/pattern lookup — 652 rows of four indices + a short pattern-set name (e.g. Pf01_01). Given an appearance key from an entity's NN.dat data, this resolves which sprite-pattern set (and thus pattern/seqence archive entries) that entity uses
|
iwahara.dat |
24,944 B | Location-name table — roughly 3,474 Korean~English place names, indexed the same way as the world.slk area list. Used to show a readable place name for map/location-referencing items
|
Time-windowed world tables
Six structurally-related tables attach time-windowed properties (BGM, sound effects, visual effects, "erase" flags) to a map area (a zone or a world.wlist node). All six are queried the same way — "is there an entry active for this area at the current in-game time?" — and differ only in which per-area channel and value they carry.
| File | Columns | Value carried | Notes |
|---|---|---|---|
bgmtable.txt |
14 | BGM track id + track name | per-area background music |
setable.txt |
10 | sound-effect id | rows use from == to — a point-in-time SE trigger
|
erasetable.txt |
13 | 4 bool flags (what to hide/remove) | the query itself is just a presence test |
effecttable.txt |
10 | per-area "effect 2" channel value | |
tenkoutable.txt |
10 | per-area "effect 0" channel value | values 1–10 become the area's pending interaction/event id |
tensoutable.txt |
10 | per-area "effect 1" channel value |
The 10-column form is [fromWeek, fromDay, fromHour, fromMinute, target, value, toWeek, toDay, toHour, toMinute] (99 = wildcard/"any"); bgmtable/erasetable pad this with a few extra trailing columns for their track name / flags.
| File | Size | Contents |
|---|---|---|
naikanBGM.txt |
5,632 B | Flat array, one integer per line (one per world.wlist area) — each area's baseline interior-ambiance/BGM index
|
rankingitem.txt |
3,190 B | 13 weeks × 9 slots of weekly ranking-shop reward items (reward dat file + entry index per row); ranking NPCs map to a slot via a hardcoded subtype table |
Manifest & version (packer-only)
| File | Size | Contents |
|---|---|---|
textlist.dat |
1,991 B | Packer manifest: line 1 = file count (158), then one filename per line, in archive order. Used only by the build tool that packs this folder into textdata.bin/textdatah.bin — not read at runtime (though the archive does store this same list as entry 0 inside the packed .bin, for in-game name lookups)
|
textdata.ver |
19 B | Version stamp (VER.text010329_01, date-coded 2001-03-29). Packer metadata only, no reference in rg.exe
|