The King of Cannock/Samaltria has some bugged text prior to his normal text. See the two pics below. The text seems to be from Hargon's Temple after you use the Charm/Eye of Rubiss to dispel the illusion
After my newest round of updates, King Samaltria's Kee Kee text went away. This is after it stuck around through the last 3 updates or so. I don't get it! Seems more like a bug in the game itself than a bug from the insertion
This turns out to be a little bit of column A, a little bit of column B.
On the insert side, the game has a hardcoded value that tells it which pointer within the pointer table at ROM 0xB762-0xB7C1 starts reading from ROM bank 2 instead of ROM bank 5, but the insert script didn't update that value, so the pointer at ROM 0xB7BE started reading text from the wrong ROM bank, which threw off the end token counting before the script reached RAM $BFD7 and resulted in the wrong string being displayed. This is easily fixable by adding a COUNTER variable and an AUTOCMD for writing the counter like in the Dragon Quest IV example that ships with abcde, except Dragon Warrior II's script is only spread across 2 ROM banks instead of 6, so it's easier for II than IV.
// add this near the top of the insert script:
#VAR(pointerNum, COUNTER) // create a COUNTER variable named pointerNum
#CREATECTR(pointerNum, 8, 0) // pointerNum is an 8-bit value initialized to 0
#AUTOCMD($17FE7, #WLB(pointerNum, $3FA90)) // update the code that controls which pointer starts the next bank
// and then after every #W16 line in the insert script, add:
On the game side, there is a bug where the game takes the pointer to the start of the desired group of 16 strings and reads the first 2 bytes from the pointer's target *before* it runs through the code for checking whether the current string address has reached RAM $BFD7, so if you're unlucky enough to have a pointer point to RAM $BFD6 or $BFD7 like happened with your linked insert script, the text for that pointer gets seriously screwed up. There's currently no way for abcde to handle that situation for you automatically, so unfortunately you're just going to have to keep an eye on the pointer values, and if you see $BFD6 or $BFD7 come up, you can knock the #AUTOCMD($17FE7, *) addresses back to $17FE5 or $17FE6 respectively to compensate. It means you lose 1 or 2 bytes of script space, but that's probably easier to deal with than making the ASM changes required to fix the bug in the original game.
Both of these issues only show up depending on where the dividing line between ROM banks 5 and 2 falls in your new script compared to the original script, which explains why they would come and go as you continue updating and re-inserting your script.
One other thing. Regarding your Latin Translation project, are you planning to include any kind of uncensoring element? If you were I would be most grateful to enlist your efforts on that front. As you can see if you look in my patch I restored the Japanese church crosses and sprite for the priest. Unfortunately however, the priest is assigned the color palette of Princess Moonbrooke instead of what should be the Prince Midenhall/Laurasia palette. And then there's the matter of replacing the ghosts with original coffins but let me know if you're even interested in this graphical stuff. I must say that your long deceased Roman audience probably wouldn't have approved much of censorship--though the Latin speaking clergy would have demanded it I'm sure.
I generally try to stick pretty close to the source material for various reasons (e.g. nostalgia, insufficienct fluency in Japanese, etc.), so as a rule of thumb, if my source was censored, so is my translation; if my source was not censored, neither is my translation. I can do graphics hacking if I have to, but while I appreciate the results of other people's graphics hacks, making my own just doesn't have the same appeal as translating does.
As for the ancient Romans, well, they were no strangers to censorship ("censor" itself is a Latin word), but I think a bigger problem there would be the lack of hardware and compatible power sources to play the translation on