Thank you yet again, rainponcho!
Without your help this project would get nowhere xD
Alright guys, so with the latest info rainponcho posted, I managed to translate the Saved data screen in its entirety!
Here are the results:

And that should be it for the compressed graphics!
The only problem I encountered after the last post by rainponcho was that the text which appeared in the "YES*NO" selection was uncompressed in the ROM's data.
Why did Nintendo go for using uncompressed tilemap data for ONLY those three lines of text, it's out of my understanding, but hey, it's done

Also, here's a test patch for all of those who want to give the translation a try with what's been done so far:
https://www.dropbox.com/s/1faip2xzx8sbp9k/TranslationBeta.ips?dl=0Now guys, all that remains is jumping into the main text of the game.
This means all of the tutorial text and the Story text.
Story text is not that extensive, and the tutorial text could be reworked in one way or another.
Thankfully, both of them are stored as raw data inside the ROM, this means, bare Hex values for tiles/letters.
With that said, does anyone know of an easy way to do this?
I know the offsets for each text block and some of the pointers (or jump routines to them), but doing all of the Hex editing by brute force would be somewhat tiring, so if any of you know an easier way to accomplish this, please let me know.
I read earlier in the thread about Cartographer/Atlas but have zero clue about how to use them.
The information for the text data (offsets, pointers, etc) is found in one of the pages of this thread.
Also, just as a reminder, I'm still looking for a well known japanese translator who can help out for the main text of the game.
It's not that much of a text, but it's considerate.
As always, please let me know if you have any suggestions or feedback about the project!
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EDIT:I had the pointers at hand, so I might as well just post all the info about the Story and Tutorial text here:
Spoiler: 1) ハンドルの俥いかた : Breaking blocks
0x038A83-0x38BDC
[22 83 8A] - At PC address 0x038041
2) ブ口ツクの壊しかた : Using handles
0x38BDD-0x038CE7
[22 DD 8B] - At PC address 0x0380CB
3) バクダンの使いかた : Using panels
0x038CE8-0x038EB3
[22 E8 8C] - At PC address 0x03810B
4) パネルの使いかた : Panel Effects
0x038EB4-0x039340
[22 B4 8E] - At PC address 0x0381BF
5) パネルの効果 : Panel Chains
0x039341-0x03970F
[22 41 93] - At PC address 0x03834F
6) パネルの連鎖 : Using bombs
0x039710-0x039920
[22 10 97] - At PC address 0x0384BA
7) ゲームのルール : Game Rules
0x039921-0x039CB8
[22 21 99] - At PC address 0x038550

スぺシャル : Special
0x039CB9-0x039E8F
[22 B9 9C] - At PC address 0x0386BB
Spoiler: $D4/5BBE 4A LSR A A:0000 X:0000 Y:5B60 P:envmxdIZC
$D4/5BBF 18 CLC A:0000 X:0000 Y:5B60 P:envmxdIZc
$D4/5BC0 6D BE 1D ADC $1DBE [$00:1DBE] A:0000 X:0000 Y:5B60 P:envmxdIZc
$D4/5BC3 E0 00 00 CPX #$0000 A:33B1 X:0000 Y:5B60 P:envmxdIzc
$D4/5BC6 F0 07 BEQ $07 [$5BCF] A:33B1 X:0000 Y:5B60 P:envmxdIZC
..
$D4/5BCF 8D C2 1D STA $1DC2 [$00:1DC2] A:33B1 X:0000 Y:5B60 P:envmxdIZC
$D4/5BD2 AA TAX A:33B1 X:0000 Y:5B60 P:envmxdIZC
1-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:33B1] A:33B1 X:33B1 Y:5B60 P:envmxdIzC
2-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3459] A:3459 X:3459 Y:5B60 P:envmxdIzC
2-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:37F5] A:37F5 X:37F5 Y:5B60 P:envmxdIzC
A-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:4569] A:4569 X:4569 Y:5B60 P:envmxdIzC
A-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:45BD] A:45BD X:45BD Y:5B60 P:envmxdIzC
3-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:389D] A:389D X:389D Y:5B60 P:envmxdIzC
3-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3AE9] A:3AE9 X:3AE9 Y:5B60 P:envmxdIzC
B-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:4665] A:4665 X:4665 Y:5B60 P:envmxdIzC
B-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:4905] A:4905 X:4905 Y:5B60 P:envmxdIzC
4-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3B91] A:3B91 X:3B91 Y:5B60 P:envmxdIzC
4-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3E85] A:3E85 X:3E85 Y:5B60 P:envmxdIzC
C-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:4A01] A:4A01 X:4A01 Y:5B60 P:envmxdIzC
C-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:4D49] A:4D49 X:4D49 Y:5B60 P:envmxdIzC
5-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3F2D] A:3F2D X:3F2D Y:5B60 P:envmxdIzC
5-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:4419] A:4419 X:4419 Y:5B60 P:envmxdIzC
end
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:5139] A:5139 X:5139 Y:5B60 P:envmxdIzC
C2-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:4E99] A:4E99 X:4E99 Y:5B60 P:envmxdIzC
C2-bad
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:50E5] A:50E5 X:50E5 Y:5B60 P:envmxdIzC
C2-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:5091] A:5091 X:5091 Y:5B60 P:envmxdIzC
bowser2-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:40D1] A:40D1 X:40D1 Y:5B60 P:envmxdIzC
bowser2-fail
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:4515] A:4515 X:4515 Y:5B60 P:envmxdIzC
bowser2-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:44C1] A:44C1 X:44C1 Y:5B60 P:envmxdIzC
end2
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:518D] A:518D X:518D Y:5B60 P:envmxdIzC
4A-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3CE1] A:3CE1 X:3CE1 Y:5B60 P:envmxdIzC
4A-fail
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3ED9] A:3ED9 X:3ED9 Y:5B60 P:envmxdIzC
4A-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3DDD] A:3DDD X:3DDD Y:5B60 P:envmxdIzC
CA-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:4BA5] A:4BA5 X:4BA5 Y:5B60 P:envmxdIzC
CA-fail
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:4E45] A:4E45 X:4E45 Y:5B60 P:envmxdIzC
CA-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:4D49] A:4D49 X:4D49 Y:5B60 P:envmxdIzC
3A-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3999] A:3999 X:3999 Y:5B60 P:envmxdIzC
3A-fail
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3B3D] A:3B3D X:3B3D Y:5B60 P:envmxdIzC
3A-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3A95] A:3A95 X:3A95 Y:5B60 P:envmxdIzC
B2-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:47B5] A:47B5 X:47B5 Y:5B60 P:envmxdIzC
B2-fail
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:49AD] A:49AD X:49AD Y:5B60 P:envmxdIzC
B2-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:4905] A:4905 X:4905 Y:5B60 P:envmxdIzC
2A-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3651] A:3651 X:3651 Y:5B60 P:envmxdIzC
2A-fail
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3849] A:3849 X:3849 Y:5B60 P:envmxdIzC
2A-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:37A1] A:37A1 X:37A1 Y:5B60 P:envmxdIzC
1A-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3261] A:3261 X:3261 Y:5B60 P:envmxdIzC
1A-fail
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3405] A:3405 X:3405 Y:5B60 P:envmxdIzC
1A-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:33B1] A:33B1 X:33B1 Y:5B60 P:envmxdIzC
Also, it seems like the ROM has a ton of free space towards the end of the file.
At around $01BF800, we get around 40800 bytes free.
I went ahead and calculated how many bytes there are for both tutorial and story text:
Tutorial:140D bytes
Story: ~2800 bytes
This means that if we change the pointer to start in that free area and do a RTL of some sort to go back once it finished, we can fit whatever the heck we want in terms of text in there.
I just need to figure out a good way to modify the pointers for both the Story and the Tutorial text to start there or somewhere near.
I did this in a couple of minutes just to prove my point:

That's with the current limitations of space from the japanese text, however when I manage to move the pointers around, we can pretty much make as many text boxes as we need for the tutorial text with the 40800 bytes we have of free space in the final area of the ROM we have of leftovers is more than enough to fit everything we want
