rewrite ItemNameIndex and index all game text
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@@ -369,6 +369,9 @@ private:
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/* 40 / 5704 */ le_uint32_t shield_effect_table; // -> [8-byte structs]
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} __attribute__((packed));
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// TODO: The GC NTE ItemPMT format is intermediate between V2 and V3 - the
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// Offsets struct is 0x50 bytes. Figure it out and add support here.
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template <bool IsBigEndian>
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struct TableOffsetsV3V4 {
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using U32T = typename std::conditional<IsBigEndian, be_uint32_t, le_uint32_t>::type;
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