Do you know how the pixel data itself is being generated though? I can see the image for the letter C is loaded in VDP1 at 0x05c0a380 and when I track down where that’s coming from, I end up around 0x0020A210 (it’s an address close to that, I’m not at my computer right now but it’s around there). The thing is, the texture data isn’t actually loaded in as it eventually appears in VDP1. It is stored in some sort of compressed way and then uncompressed into memory at 0x060d0380 and then that is loaded into VDP1.
The texture data for all of the dialog text is stored within the game files exactly how it is represented in VDP1. The main menu for whatever reason isn’t. It appears to be compressed, I just haven’t been able to figure out which compression algorithm it’s using.
In order to translate the main menu, I imagine I’m going to have to compress the translated character textures using the same technique so that the game can display them, but I have to know the compression scheme being used to do that.