Hi there!
I looked at: http://www.romhacking.net/documents/413/
which explains a bit about pointers on the GB. I am going to assume that they are similar on the GBC.
From wwhat they say, absolute pointers are expected to span over 3 bytes.
From the commands you quoted, it seems that text starts before the pointers.
I only read about GB pointers at DataCrystal and it was quite lacking in information. This document seems way better! I'll take a look at it, thank you!
Text spans from 51931 to ???
Pointers span from 70000 to 7055F. (Since you said they are over 2 bytes, this means there are a total of 688 pointers.)
Is this correct? Is this really what you wanted?
Yes, it's correct. There are precisely 2AF pointers (counting line 0) = 688 p.
But! By using LALE I have just discovered that all dialogues are scattered throughout the ROM. For instance, p. 107 points to 5BF8B (You've got the Thunder Drum!) whereas p. 108 points to 70B2A (Hi! It's me, the photographer! You seem curious about Grandpa Ulrira). There's plenty of free space and unused French and German dialogues (meaning a multi3 release was planned at a point?).
For starters, now I know that texts start at 2668E, although it's pointer number 24E. THAT CHANGES EVERYTHING! I'm going to make some changes to the Cartographer commands.
Can you give us the values for your ROM?
(Also, the output from cartographer would be useful.)
Apart from the dialogue start address (now 2668E) and the table pointer, what else do you need?
For now here's a sample of the output using 48F31 as base pointer.
https://www.dropbox.com/s/9y9podk1wdqfx62/zelda_script_000.txt I calculated that number like this:
Second pointer (at 70002): 59 8A
8A 59
Dialogue: 05 19 8A
8A59 - 5198A = 48F31
That's definitely the second dialogue, but still the rest of the output is messed up. If it helps, here's a screenshot of the hex editor at the pointer table.

PS: It looks like my brain just switched on. I think the pointer table is located at 70001 and not 70000. We'll see if I can manage.
BINGO!!!!!!!!!!!
Spoiler: //GAME NAME: Zelda DX (GBC)
//BLOCK #000 NAME: Dialogos
//POINTER #0 @ $70001 - STRING #0 @ $51931
#W16($70001)
//Whoa, boy! Whereya off to in such a hurry? Set a spell, I got somethin' tatell ya![END]
//POINTER #1 @ $70003 - STRING #1 @ $5198A
#W16($70003)
//What a relief! Ithought you'd never wake up! You were tossingand turning... What? Zelda? No, my name's Marin! You muststill be feelinga little woozy. You are on Koholint Island![END]
//POINTER #2 @ $70005 - STRING #2 @ $51A4B
#W16($70005)
//Follow the lane south to reach the beach where I found you. Since you washedashore, lots of nasty monsters have been in thearea, so be careful, okay?[END]
//POINTER #3 @ $70007 - STRING #3 @ $51AEA
#W16($70007)
//Hi! Tarin went to the forest tolook for toad- stools, but I'd rather sing. Listen to this, it's called the 'Ballad of the Wind Fish.'[END]
//POINTER #4 @ $70009 - STRING #4 @ $51B76
#W16($70009)
//Hey! That's a nice Ocarina youhave there! Willyou accompany me as I sing?[END]
//POINTER #5 @ $7000B - STRING #5 @ $51BC4
#W16($7000B)
//I just love to sing-- what can I say? What do you like to do, [NAME]?[END]
//POINTER #6 @ $7000D - STRING #6 @ $51C0B
#W16($7000D)
//[NAME], Tarin's taking a nap at home. I don't know how he can sleep on such a nice day! It makes me want tosing a song... Yes, the song is'Ballad of the Wind Fish!'[END]
//POINTER #7 @ $7000F - STRING #7 @ $51CB7
#W16($7000F)
//Eh? It's locked!You can open thedoor with the Nightmare Key.[END]
//POINTER #8 @ $70011 - STRING #8 @ $51CF6
#W16($70011)
//You got a Piece of Power! You can feel the energy flowing through you![END]
//POINTER #9 @ $70013 - STRING #9 @ $51D43
#W16($70013)
//Ahhh... It has the Sleepy Toad-stool, it does! We'll mix it up something in a jiffy, we will![END]
//POINTER #10 @ $70015 - STRING #10 @ $51DA3
#W16($70015)
//The last thing Ikin remember wasbitin' into a big juicy toad- stool... Then, Ihad the darndestdream... I was araccoon! Yeah, sounds strange, but it sure was fun![END]
//POINTER #11 @ $70017 - STRING #11 @ $51E48
#W16($70017)
//I'm all tucker'dout... I think I better set a spell before I head home...[END]
//POINTER #12 @ $70019 - STRING #12 @ $51E95
#W16($70019)
//Double double, toil and troublea toadstool mix makes powder fortricks![END]
//POINTER #13 @ $7001B - STRING #13 @ $51EDD
#W16($7001B)
//As a raccoon, mynose is verrry sensitive, ta stuff like dust and powder...[END]
//POINTER #14 @ $7001D - STRING #14 @ $51F2B
#W16($7001D)
//It's the toad- stool you pickedin the woods. What is it for? You hold it overyour head and a mellow aroma wafts into your nostrils.[END]
//POINTER #15 @ $7001F - STRING #15 @ $51FB5
#W16($7001F)
//You pick the toadstool... As you hold it overyour head, a mellow aroma flows into your nostrils.[END][/spoiler]
Full file:
https://www.dropbox.com/s/265g7d9tx1rye8e/zelda_script2_000.txt but some dialogues seem to be missing
Looks like I can't use the same base pointer since the dialogues are scattered, am I right?
How do I make Atlas render and recognise special characters from my text file? (you know the drill, ¡¿ áéí ñ and such)