Sorry about that defeufeu.
Oh and for giggles here is a quick reply I made to a PM about pointers, it is better in some regards than what I have in that document.
Assuming your text is not graphical (a good chunk of puzzle games have a very small amount of text so they eschew encoding a font in place drawing a picture) and the very rare cases of end to end and set limit text (I will quickly summarise them at the end) what you want to read about is pointers.
In short they are like a contents to a book as trying to get the computer to calculate the end of a work is a pain and a waste of resources.
If you run over the length without changing the pointers to match the worst that will happen is you will crash and at best your text will spill over into other areas.
They come in three main forms:
Standard: you will get a list of hexadecimal numbers (if you do not know what hexadecimal is have a read of chapter 3 on the following website, if you still do not get it PM me back:
http://webster.cs.ucr.edu/AoA/Windows/HTML/AoATOC.html )
These numbers count from the start of the file to the text. My example today in rune factory 2 (
http://gbatemp.net/index.php?showtopic=70192&st=41 ) is a good example and it deals with the endianness problem .
Offset:
The numbers in the standard form above usually come at the start of the file and are called a header. These work in the exact same way as standard but count from the start of the text.
Relative:
A hybrid of offset and standard types and in some ways the easiest on the system (although not on your head). Basically they count on from their place in the file. For example if the pointer is at address 5c in the file and reads 10 you add the two numbers together to get where you are at.
The exceptions and a few problems
GBA: This is perhaps outside the scope of the question but the GBA cart is in the memory so pointers will usually start with a 08 for roms 16 megabytes and under and 09 for some roms 32 megabytes in size. DS roms tend to be little files which is nice and keeps things simple.
End to end: I know a sentence is finished when you put a fullstop: some games (mainly nes and snes era) do the same with a 00 or something.
Fixed length:
ever wondered why certain final fantasy titles have names of spells that look horrible when translated. Basically the devs decided 12 (or some other number of) characters would do for names (and it does in Japanese) but when it comes to the west things get a bit more difficult. Rather than redo it the localisation team just scrunched the names up. If you encounter this it is usually wise to continue at the next section i.e. for 4 characters ACBD|EFGH|HI__|JK__
Endianness:
I know the number 7000000000 is bigger than 6999999999 despite most of the numbers in the one starting with 7 are smaller than the one with 6 at the start. This is called big endian and the GBA/DS read numbers the other way i.e. 0745 would actually be read 4507. Simple enough really once you know the trick. The link I gave you to hexadecimal should sort you out for this as well.