Well, uhh... that's actually some hardcore stuff, you see, first of all, the *font* is compressed (just like many other files), and even though it's easy to decompress it, the texture itself is generated from the font source at runtime (the font source is the compressed data). This means that each individual text window will have a different font texture, depending on the characters used in that window.
This is not a problem, since *I think* all required characters for an English translations are already included, but it would be a problem if a character bitmap needs editions for some reason.
Now on font screen coordinates, they are read from memory and placed in the GE's opcodes to draw character on screen, you can actually see them when debugging the graphic processor, in the following pic I edited 2 of them, placing the character's starting position in a different spot (out of the text window, lol!)
Just like with any 3D coordinate, you need X (I only edited X in the above example), Y and Z, since this is 2D drawing, Z is always 0 (good, something that does make sense!). In the above example, is easy to see where those coordinates are, in memory, since most data in the game is compressed, it's a little bit more difficult to figure out where it is in the ISO, not impossible though, assuming there is only one file with coordinates text windows, it could be found using memory breakpoint in the above addresses.
~Sky