Sample: d4:5398 ptr1 ==> d4:2b7d text1
code d4:5bd3 = tile maps
What ROM address is D42B7D? Is it 0x142B7D? Is that where the text is stored?
I got a bit confused, sorry.

Also, I was about to post the modified TBL but found out that the HEX values are not 1:1 with the 8x16, but rather slightly changed. I completely forgot that 16x16 fonts take 2x2 bytes for each character.
For example, I believe I saw 2C 00 60 00 in 0x142B7D.
That begins with その, the very first two japanese characters from the very beginning of the Story mode.
And I believe I already know how the text format works for the story text.
For example:
[2C 00] tells the game to load the 16x16 character located at 2C from the first font.bin you shared the other day.
[2C 03] tells the game to load the 16x16 character located at 2C from the fourth (counting 00 as the first) font.bin you shared.
With that said, look at this:

Success!
Looks like my theory was correct, we can play around with the story text without having to edit the compressed font at all!

(Well, except for the other two I mentioned earlier

)
Now I'll try to post the TBL for the story text, and gather all the text blocks from the story mode and try to post all the info in here.
Is the Menu text stored in a similar way, rainponcho?
I tried doing a search with that format for the menu texts but didn't get a proper match with the letters next to each other.