It's all over the place on Renderer2, It's either CDefaultTagCompiler or pleione::textintm_smallfont
Pleione has the .dds in the unicode, along with the CCulturalInformation set to Jump if the CMP EAX is 3 (Japan, 2 is USA)
I don't think I'm not sure how to trace? I've been experimenting thur Cross refs if that what you mean.
Hmm, well, I don't use CheatEngine so I couldn't say, for that. In OllyDbg, you select the code you want to trace, right click, and add it to the traceable stuff... I forget the option name. You must open the trace window for it to log anything. Then you can dump that to a file, do the same thing while running in Japanese mode, and compare them.
If you don't know exactly what to trace, you can find the DDS in memory and break on access. However, what does access it could be a function that's splitting it up for use, or something, and it could become really complicated. Because the font is simply a texture with no other information, I would guess that there are separate functions for parsing the files that would relate the tiles to their corresponding characters. Considering there is some alternately sized characters, though, there may be some other information. You may have to find the functions and work up the call stack to a common ancestor. You may also have to take this further, and see what accesses the parsed data, in order to understand how printing is done. It may or may not have separate functions for it, but if the previous postulation is true, I assume it will only have one.