Wow, it's been a long time since I last worked on this. First of all, the patch is more complete that I recall, where the text is more funcional than I remember. I know it still needs work, though, and...
Well, even though I've spent some time hacking other games besides Telefang lately, I now have a better idea of how tiles work (when it comes to the loading the tileset, the tilemap, and the OAM). So I might be able to help a bit.
With that said, I have a patch that fixes the positioning of text for Yes/No dialogue -- well, I fixed it for the nickname prompt and the "Are you sure?" prompt when selecting Denjuu before a battle. My findings:
The C0xx range (in RAM) determines the sprites, and it gets copied to FExx (if you want to learn about that, go
here). I have found that, when setting a write breakpoint at D4F0 in BGB, the debugger will break every time you move the cursor. This RAM address determines the X-position of the cursor sprite.
On the screen where you are asked if you want to nickname a Denjuu, 0x75475 in ROM controls the X-position of the cursor when Yes is chosen, and 0x75479 in ROM controls it when No is selected. These were originally 18 and 48; I changed them to 17 and 36.
On the screen where you pick Denjuu to battle and it asks "Are you sure?" at the end, the offsets are 0x703AA and 0x703AE in ROM, but it's otherwise the same thing.
If I missed anything (I may have), remember to use the write breakpoint at 0xD4F0 in RAM.
So, here's the patch (v92):
http://www.mediafire.com/?uoev1qodv6qvwvs
(Also, yeah, please be careful about endianness, people. 99.9% of GB games use little-endian pointers, including Telefang.)