This game uses multi Kanji tables, which triggers by 0A, 0B, 0C....
0A00 = kanji table 1 entry 1
0A01 = kanji table 1 entry 2
0A02 = kanji table 1 entry 3
0B00 = kanji table 2 entry 1
0B01 = kanji table 2 entry 2
In Rom, if 2 or more Kanjis are the same table, the table trigger byte is stored once only. For example, 0B0400506 is equivalent to 0B04 0B05 0B06
Abcd is frustrating. I alread coded my own thing though.