I used FCEUXD SP to test and play, as a mapper 19 (Namcot 106) ROM.
The only other thing I can think of that would bug up some emulators, is that I added space at the beginning of the ROM. Though I did the same to Shell Monsters Story/Kaiju Monogatari, and that didn't SEEM to cause issue on the ems that'd play it (NEStopia and FCEU. I can't remember what else I used).
I'll have to check my notes again.
Alright, I've posted my code changes:
http://kingmike.emuxhaven.net/Bakabon/baka_text.txtOnly thing I suspect is maybe the timing. Not really sure how to calculate the values needed.
$9C83:AD A4 01 LDA $01A4 = #$00 A:00 X:02 Y:30 P:nvUbdIZC
$9C86:D0 B7 BNE $9C3F A:00 X:02 Y:30 P:nvUbdIZC
$9C88:AD F2 04 LDA $04F2 = #$00 A:00 X:02 Y:30 P:nvUbdIZC ;$39C98
$9C8B:C9 59 CMP #$59 A:00 X:02 Y:30 P:nvUbdIZC ;"Not Now Papa"
$9C8D:F0 3C BEQ $9CCB A:00 X:02 Y:30 P:NvUbdIzc
$9C8F:C9 64 CMP #$64 A:00 X:02 Y:30 P:NvUbdIzc ;"Mama and Hajime have"
$9C91:F0 13 BEQ $9CA6 A:00 X:02 Y:30 P:NvUbdIzc
$9C93:C9 9F CMP #$9F A:00 X:02 Y:30 P:NvUbdIzc
$9C95:F0 34 BEQ $9CCB A:00 X:02 Y:30 P:nvUbdIzc
$9C97:C9 A0 CMP #$A0 A:00 X:02 Y:30 P:nvUbdIzc
$9C99:F0 22 BEQ $9CBD A:00 X:02 Y:30 P:nvUbdIzc
$9C9B:C9 F0 CMP #$F0 A:00 X:02 Y:30 P:nvUbdIzc
$9C9D:90 03 BCC $9CA2 A:00 X:02 Y:30 P:nvUbdIzc
Those CMPs are the hard-coded values controlling how long to wait after each string to advance. This case is the part of the intro after Papa enters the house.