Textdata inaba.dat
inaba.dat (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
[edit]Line 1 = count (652); each row %d,%d,%d,%d,%s = four indices (stored −1 → 0-based) plus a short name like Pf01_01 (grouped 4 per set: Pf01_01…Pf01_04).
Loading (Ghidra)
[edit]String address 004e38cc. File_Read_inaba_dat @ 00486f50 → Struct_Setup_SomethingManager @ 00486ea0 loads it into g_SomethingManager (004e9b94), a {count, entry*[]} where each entry is { vtable, int×4, char name[10] }.
Read throughout entity loading (NpcObject_LoadFromArchive, ItemObject_LoadArchiveData, Char_LoadAnimationSequences / …Effect / …MoveData): given a key from an entity's NN.dat data, FUN_00487190(g_SomethingManager, …, key) resolves the matching Pf… name/indices, which then drive loading that entity's sprite sequence file (File_Main_Get_Sequence_File).
So it maps an entity appearance key → sprite-pattern set name, tying an NN.dat record to a pattern sheet and a seqence animation track.