tools used: Geiger's Snes9x, vSNES, and Lunar Address.
I used snes9x to make a savestate when the font was on screen. Then used vSNES MemViewer to see that the font in VRAM was at location A000.
Since VRAM locations are double the location we write to, we're looking for writes to location 5000 in the next step.
Using snes9x, under Special Tracing, click DMA with the game running. Lots of logs fill up the console but we're looking for VRAM 5000.
DMA: CPU->PPU Mode:1 0x7E2000->0x2118 Bytes:400 (inc) V:054 VRAM: 5000 (1,0) word
DMA copies the decompressed font from location $7E2000 to $2118 (VRAM), so the game must write to $7E2000 as it's decompressing the font. So set a write breakpoint for $7E2000 to catch where the game is getting this data. Click Show Hex in snes9x and view the RAM starting from 7E2000. Each time you click run with this breakpoint you'll see this temporary buffer fill with new uncompressed data.
Back into vSNES, using the HexEditor, click B: VRAM at the top to view VRAM, and type in address A000. Now you can see the uncompressed data as it will be in VRAM.
As you look in the Hex Editor in snes9x, keep clicking Run until you see data like it is in vSNES. I set the $7E2000 write breakpoint at the title screen, press start, then click Run 44 times before the data in snes9x matches that of vSNES. Looks like there's a lot of compressed stuff in this game.
In the log window of snes9x, all the writes are coming from code located somewhere at $009Fxx and $00A0xx which is most likely the decompression routine. For the decompression routine to know what to decompress, the game must give it the source ROM location somewhere.
So I go to the title screen, enable the $7E2000 write breakpoint, and click Run 43 times. Then with Trace Once checked, I click CPU under Logging, and click Run again. Make sure the data popped up in the Hex Editor, then uncheck CPU to stop logging.
Looking at the log, we're looking for ROM reads, you'll see the game load a 16 bit value ($B8B0) and then an 8 bit value ($0F) from ROM address $02:8206. Use Lunar Address to verify that it's a ROM location, it'll give you a PC file location if it is. Snes9x will tell you this game is a slowrom lorom btw. That ROM address looks like some sort of pointer table.
$00/9F48 BF 00 00 02 LDA $020000,x[$02:8206] A:0000 X:8206 Y:FFFE D:1C00 DB:7E S:1ED6 P:eNvmxdIzc
$00/9F4C 85 00 STA $00 [$00:1C00] A:B8B0 X:8206 Y:FFFE D:1C00 DB:7E S:1ED6 P:eNvmxdIzc
$00/9F4E E8 INX A:B8B0 X:8206 Y:FFFE D:1C00 DB:7E S:1ED6 P:eNvmxdIzc
$00/9F4F E8 INX A:B8B0 X:8207 Y:FFFE D:1C00 DB:7E S:1ED6 P:eNvmxdIzc
$00/9F50 E2 20 SEP #$20 A:B8B0 X:8208 Y:FFFE D:1C00 DB:7E S:1ED6 P:eNvmxdIzc
$00/9F52 BF 00 00 02 LDA $020000,x[$02:8208] A:B8B0 X:8208 Y:FFFE D:1C00 DB:7E S:1ED6 P:eNvMxdIzc
$00/9F56 85 1F STA $1F [$00:1C1F] A:B80F X:8208 Y:FFFE D:1C00 DB:7E S:1ED6 P:envMxdIzc
$00/9F58 29 7F AND #$7F A:B80F X:8208 Y:FFFE D:1C00 DB:7E S:1ED6 P:envMxdIzc
$00/9F5A 85 02 STA $02 [$00:1C02] A:B80F X:8208 Y:FFFE D:1C00 DB:7E S:1ED6 P:envMxdIzc
So the 16 bit address is stored at $00:1C00, and the 8 bit bank stored at $00:1C02. In SNES memory that makes a 3 byte pointer to the start of the compressed data.
$00/9F63 A7 00 LDA [$00] [$0F:B8B0] A:B80F X:8209 Y:FFFE D:1C00 DB:7E S:1ED6 P:eNvmxdIzc
So after all that your compressed font data is at snes memory address $0F:B8B0. Use Lunar Address to get the pc file location that Konami SNES Decompressor wants.