Wow, thanks everyone for all your help! I didn't expect this much.
@Spikeman: That's really helpful! The WonderSwan emulator I'm using has a way to turn off layers and the font disappears when you turn off the 'foreground' one, so you're probably right about that. Hopefully I have some time today to really dig into this.
@Romsstar: Actually, the big letters used for the name entry screen are only used there (as far as I know). The 'RYU' in the upper-left corner of my screenshot is the font used in the in-game dialogue boxes, and that all seems to work fine. But I'll definitely need to learn more about Vfws anyway if I want to get better at hacking.
March 20, 2012, 10:12:32 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hey all. Just an update on my progress.
Thanks to what you've all taught me, I managed to find what hex values the tiles were being represented by (seems there was a four-bit pointer in the pattern '49 08 4A 08 4B 08 4C 08 4D 08', part of the first line of letters). Changing the sequence in a save state fixes the repeated-tile problem on the screen.
However...I can't find this sequence in the actual rom.

Well, I can find *that* string multiple times because it's sequential, but they never contain, say, "08 50 08 51 08 FC 08 48 08 53", which is one of the repeated tile areas.
I've tried reversing the bits and using relative search for the 'constant' 08, but to no avail. Is it possible there's some kind of compression being used that I'd have to reverse-engineer?
On the bright side, what I've learned here has helped me clean up a few other hacks I've been working on.