Ah, you found the text inside the DOL file... I have bad news for you, it's pretty likely you won't find any pointer table inside that file.
Remember I mentioned text in DOL files could be tricky? Here's why: DOL files are actually the executable files for the Wii and NGC games, meaning most of it is code (in assembler) and accessing the parts with text is done (in most cases) through operations to calculate *where* is the text needed. Some offsets will be hardcoded (meaning that the offset of a string or a series of them is stored somewhere and the program reads it at some point), but that means that if you expand a string in the middle of the DOL file, *every* other hardcoded offset will have to be updated as well, and I'm not sure that all of them will be put together following a nice structure.
To see the code of the DOL file, you'll need a disassembler program like IDA with proper plugins to properly read these files.
I've been going through the code of the DOL file of our game for some time, and I haven't yet tried to expand any Japanese string, so all I'm telling you are my conjectures, sadly. Besides, I'm not exactly an expert myself.
There's one good thing (and easy) I can tell you though: See the 00 bytes between strings? Those are padding bytes to indicate the separation between strings. You'll notice how some strings have 2 or 4 padding bytes, that's most likely because the program reads the strings in 4-byte chunks, so string sizes are always multiple of 4 (count the bytes of each string, you'll see it). The good thing is, the program most likely only needs to find *one* 00 byte to determine that's the end of a string (it only adds more than one to fit the "multiple of 4" criteria), which means you can write 3 more 1-byte characters if you have 4 padding bytes (last one MUST be 00 or you'll be in trouble). Of course, that won't solve your problem entirely, but hey, it's something.
These days I'm wondering about ways to expand text inside the DOL file myself, and my best guess so far is to expand the data section at the end of the file (code is at the beginning and data -like strings- are at the end), write the text (or at least a part of it) in that expansion and change the affected hardcoded offsets so that they point towards that. I'm still not even sure of how I'm going to do that though.
I hope that cleared some stuff up for you.
PS: I have to ask, why does your MadEdit display Japanese characters like that?
i dont know what you mean with display characters like that... you say that because the text is turned? look im not sure that i cant find the pointers or if can, check here
in this picture you see that the people translated monster hunter G to english and i guess they use pointers, because they
translate "reference"> 資料確認 they had just 8 bytes to write and the word reference uses 10 bytes, lets do something ill send you the file and you will see what can i do, if you make a video of how you could make the pointer work would be awesome because i dont know anything about programming absolutelly anything, i studied computation but they didnt taught me anything, and worst till i know assembler is the more difficult language
if this is too difficult i will give up because i have not help with the translation even if i want to learn about assembler
just to say that i want to cry
I've never think translate could be so hard