now listen, i was approached by Tom regarding this because he's full well aware that it wouldn't take me more than half a hour to get the reversing done, but like i told him and assumably he told you, i dont have time to hack games for everyone everytime they ask, as Tom works on translating zill instead of tackling this for you, i am hacking it, instead of hacking this for you.
you have no reason to be butthurt to me about the fact that you dont know what IDA is supposed to be used for.
as for your pointers, have you even tried to analyze the contents of the files inside the pack.dat ?
are they multi file containers ? do they contain bytecode portions in addition to the actual text ? are there other filetypes packed along with the text inside the files ?
doing this sort of random "sjis" dumps you have done from the game's text serves no use really, you will have to figure out how the files holding the text are built, and how the game reads them.
for example, zill uses dat files for storing it's text which start with a byte indicating how many lines of text the file has, followed by an address pointing to each line. (these are your pointers you're so hard looking for) after that, each line of text is written, and terminated by a terminator byte.
copying the text out of it like you did with this game is easy, but unless you understand what the rest of the file does, copying the text out is completely useless.
now seriously, im all in for cheering up for people who want to do translation hacking, but lashing out on me for not knowing what to do and expecting someone else to do it for you is not the way to deal with it.
see here, (this is file 0.2.000D6E80.bin from your dump) the byte at 0x4 indicates the text start address (5004 0000) add to this the offset off the value and you get 0x458 which is where the text starts.
each line of text has a pair of bytes on it, like at 0x458 here you have 0x3 which is the length of the text string + a 0x0000 terminator byte pair.
same goes on for the rest of the file.
im not going to look int othis any further, but what you have to do is parse the table at the beginning of the file to see what it does, as i doubt that simply patching string lengths is enough (you can try tho, god knows you get lucky.)
the table at the beginning starting from 0x8 seems to be going in pairs of 8 bytes, and might or might not contain multiple portions of data, it could be text pointers, or simply event bytecode and not related to the strings, I didnt bother looking further.
- oh and yes, this was figured out by opening the file in hex editor and looking at it for roughly 20 seconds. you dont need autoasm makers or pointerfinder.exe to dump text. it's boring manual analyze work. AFTER you know what the bytes in the file do, then you deal with extracting and parsing it, not before.