I'm going back over my Ultraman Ball translation, finishing up the things that weren't done in the initial release. One of those things is a translation of the credits, which were left untranslated because it used an utterly retarded DTE scheme that actually required MORE space than if the text had been left untranslated. (My assumption at the time was that someone was attempting to learn how to do DTE and wasn't actually interested in the benefits of the compression, since only the credits utilize DTE.)
It's been five years since I worked on this project and I haven't dealt with DTE since then. At the time, I was able to locate and modify the DTE tables, I just determined that it would require more time than it was worth. Now, the untranslated credits are the only thing keeping the project from reaching 100% (I finished hacking the Super Gameboy border this morning.), so I'd like to go ahead and complete it. The problem is, I've forgotten how to locate the DTE table. No big deal, I figure, I'll just jump on RHDN and download a document on the subject. Except... there don't seem to be any such documents. There are multiple docs on how to implement your own DTE code, but nothing about how to simply hack an existing DTE system. I tried various searches and came up with nothing.
So... Is there no such document, thus I was probably taught how to modify DTE tables via SnowBro in IMs, or is it contained in a more general document that I'm missing? (I checked my own docs, but while two of them feature explanations of what DTE is, neither of them actual go into detail on how to hack it.) Surely, someone has documented DTE in a manner other than coding it yourself.
(Note: For this particular game, every single two character pair features it's own DTE value, so you can't simply locate uncompressed text and fill in the blanks, hence my comment about it being utterly retarded.)