Hi! Me and Kimbles have been working on a Medarot 1 translation patch for a bit. It's currently hosted over at Bitbucket, together with a very partial disassembly:https://bitbucket.org/Sanky/medarot
See "english" branch for the translation patch:https://bitbucket.org/Sanky/medarot/src?at=english
You can also compare them to see what changes were done in the patch.https://bitbucket.org/Sanky/medarot/compare/english..master#diff
You can also see all current English translations at the Medapedia wiki:http://medarot.meowcorp.us/wiki/User:Kimbles/Medarot_1_Hacking_Notes/Text
Unfortunately, the game's texts seem to be ordered in a pretty wild fashion, but at least the battle texts are together:http://medarot.meowcorp.us/wiki/User:Kimbles/Medarot_1_Hacking_Notes/Text/Battles
Anyway, there isn't much to show, but a framework for a translation is being built. I wrote a VWF for the game, so more text can fit onscreen and Medarot names won't have to be shortened.
Here are some pretty dumb screenshots of the last build:
Text codes are broken, oh well.
Untranslated overworld dialogue still uses Japanese instead of gibberish.
Alas, yeah, that's all we have to show for now. I should look into it more soonish.
Anyway, to answer some of your questions:
By searching around and finding random tutorials, I managed to replace all the tiles with English ones and make an English table.
Guess you know the game uses Malias compression then. I didn't really work with is in my patch-since there's plenty of space, I just replaced the compressed graphics with full 1bpp and 2bpp gfx. I did write a decompressor a while back, though.
4B23C9 is (NAME) and 00 is space. 76 4F seems to indicate the start of dialogue, and 4C seems to indicate the end of the current chatbox (as in, hit A to continue).
Actually, 4F indicates the /end/ of a dialogue, in your case of the previous string. It's followed by varying end codes, 00 is the most common one which just closes the box.
Anyway, there are pointer tables at the start of the text banks linking to each text in the bank.
is there any way to somehow get this to be a 3 byte pointer so I can point it to the huge amount of spare data at the end address of the ROM?
Theoretically. It'd be easier to just introduce a new text code to jump to another bank, like I did in the Telefang patch