@MUGG: The Japanese names are garbled because that's just what the game reads from their untranslated titles. You'd have to hack the level card itself to change it, essentially making it a ROM hack.
The five-digit coin counter, unlike the two-digit counter, records every single coin you've ever gotten and does not reset on a game over. You must beat every level to save it to the file, and every level cannot be completed without getting at least 3 coins in total, so a completed save cannot have a counter less than 3.
Also, that save file is missing a level, specifically the promotional level [Bダッシュでかけぬけろ!] or (Break through with B-Dash!). This e-card was extremely rare because you could only obtain this level in Japan by going to a specific store to have the card scanned in, instead of actually obtaining the physical card to scan yourself. No one has dumped it, and the only known footage can be seen here:
http://www.youtube.com/watch?v=Vp8lTn0AX94
Currently, people are attempting to make a level editor for SMA4 and recreate the level as best as possible, then store it in level card format. However, the format for level cards has not been decoded yet (only demo and power-up cards), so this may take quite some time.
By the way, you can see vgmaps.com for maps of every e-reader level, including B-Dash.
Also, another TAS of SMA4 that would be interesting would be to play the main game 100% with some of the e-switch cards active. These are special power-up cards that, once scanned, change the mechanics of the game in some way.
Here's a list of switches (ones I've marked with * are ones I consider the most interesting)
Switch cards released in USA and Japan:
- Orange Switch: Fireballs turn enemies into coins like SMW.
- *Teal Switch: Turnips like SMB2 appear in the ground. Some give a coin(s), some give small/medium/large turnips, and some give Super Mushrooms/1-Up Mushrooms/Poison Mushrooms.
Switch cards released in Japan only:
- Yellow Switch: Luigi's jumps are higher, more floaty, and have less traction like SMB2j.
- Blue Switch: 1-Up Mushrooms are replaced with 3-Up Moons like SMW.
- Green Switch: Timer slows down
- Light Blue Switch: P-Meter is cut in half, meaning a shorter run is needed for flying speed.
- *Red Switch: Enemies are replaced with harder versions (such as Goomba->Spiny) and give a x2 point bonus.
Switches never released but can be hacked in:
(These switches all show up as gray because this default color was not changed.)
- All blocks that sprout 1-Up Mushrooms now sprout 3.
- Boom-Booms and Koopa Kids require 6 hits to defeat instead of 3.
- *The first time you fall down a pit in a level, a flying platform two blocks wide (like the ones at the start of Forest Secret Area from SMW) will lift you back out. The second time, it will be one block wide. The third time, you will die. Could lead to some interesting level routes.
- After non-small Mario is hit, he will turn to small Mario regardless of current power-up, like SMW.
- *There is an item reserve box on the screen. Unlike SMW, it starts the level containing a Mushroom. After taking a hit, the item will drop down and a random new item will replace it, which will either be a Mushroom/Flower/Leaf/Frog Suit/Hammer Suit/Tanooki Suit.
- Demo e-reader cards will play back with Luigi instead of Mario. Due to Luigi's altered jump physics, this will often lead to desyncs.