My example of finding the pointers was a roundabout way of saying 'use the disassembly', since it's a long and complicated process. But, I see you are, so...good. Actually, now that I look at the disassembly, I don't find it very easy to find all the text or pointers either.
I guess 'look at the code to see where the pointer is' was a terrible explanation also...I'm sure you don't need this now, but for a game that doesn't have a disassembly...
I opened FFI and went into the first Weapon shop, and decided to try to edit the pointer for 'Welcome'. I see the tiles for W e l = A0 A8 Af. A quick search of the memory shows them at 0x8085. Set breakpoint for reads from 8085, [the second break] gets this line of code 'LDA (3e), y'. So I set a breakpoint for writes to 3e with condition 'A==#85'. reload savestate. enter. break near this line of code 'LDA 8000,x @ 8012 = 85' [a line before the break of STA 3e]. So I look again at the memory at 8012, write down a string of numbers around it 85 80 8c 80 98 etc. Search the Rom for that string. Change the 85 to 86. Reload and re-enter, and he now says 'elcome'. And, this method is way too slow to do for the entire game.
Also, didn't realize that Disch did the disassembly.
I found this particular thing in the disassembly in 0E_8000_shopstrings.bin as raw hex...I don't think it's any easier to work with the disassembly. But, apparently pointers to the text are going to be right next to the text, so hopefully it won't be too hard to figure out.