Hmm, thing is i didn't never user IRC at all
From analyzing the code differences i came up with following conclusion:
Values that are repeating more than 2 times as words (2 bytes, for e.g. 88 88) are replaced with special marker/code or whatever it is called that tells how many pairs of two bytes are repeated, those are codes from the data in ROM:
31 80 88 88 06 00 - 98d x 88h // 31h = 49d
0A 80 88 88 10 00 - 20d x 88h // 0Ah = 10d
11 80 88 88 1E 00 - 34d x 88h // 11h = 17d
33 80 88 88 1E 00 - 102d x 88h // 33h = 51d
04 80 88 88 0B 00 - 8d x 88h // 04h = 4d
02 80 88 88 05 00 - 4d x 88h // 02h = 2d
0A 80 88 88 0F 00 - 20d x 88h // 0Ah = 10d
24 80 88 88 0C 00 - 62d x 88h // 24h = 36d
02 80 BB BB 0B 00 - 4d x BBh // 02h = 02d
04 80 BB BB 10 80 88 88 12 00 - 8d x BBh following with 32d x 88h // 04h = 04d, 10h = 16h
0E 80 88 88 0F 00 - 28d x 88h // 0E = 14d
22 80 88 88 0C 00 - 68d x 88h // 22h = 34d
As we can the first value tells how many words should be generated here, second one is unknown, but is looks like its a static vale, third and fourth value is a word value that should be generated (pair of two values), fifth one is different most cases, but its function is unknown, sisxth one is static nad maybe it's a end of the special, code. As we can see, this control code can mix few following pairs too, in that case first four bytes that define amount and value are forming the array following with unknown vale and 00 at the end.
My guess is, that is some kind of RLE (i don't know the RLE standard used in NDS) it should be possible to decompress it and insert it that way in place of some garbage graphics that exists in data.bin (which will make it available too edit in CT2 using tile composer), after changing pointer and size it should be loaded as RAW data since decoder won't find any special codes and will push it to VRAM as is. Those chice buttons are only visible in no$gba debugger in 3D label as some objects, but hte info about that obcjects provided by no$gba are not understandable for me.
As i can find graphics data in VRAM for episode nr end its tile, it is a pain in the ass to locate where the data for choice buttons used during case (language change buttons included) are, looking through VRAM viewer in Desmume doesn't revealing anything.
90% of required graphics data can be edited directly for translation purposes in CT2, except for trial choice buttons, speech balloons, language button and those screens with ep.nr and its title in bottom right corner on black background.
Another thing, is there a software that could extract files with given pointers table, i see something like pointers table at beggining of data.bin.
Are you able to debug a stuff on NDS?
Following by technical info about data.bin by Auryn i found few pointer tables that were located one after another (table + its data)(European version):
NR ADDRESS FILES TABLE POINTER IN ARM9.BIN (SUPPOSELY)
1. 0x0 450 0xC2980
2. 0x1BD418 329 0xC2990
3. 0x28d93c 420 0xC29A0
4. 0x18187b8 270 0xC29B0
5. 0x1A632E0 498 0xC29d4
6. 0x1A715D4 22 0xC29E8
7. 0x1A725DC 61 0xC29FC
8. 0x1A74F24 51 0xC2A10
There is no pointer table directly after previous table + data, maybe 8 tables is all and everything after that is RAW data (you can edit it with CT2) or maybe another pointer table for that area is hidden in one of files in those 8 tables.