It would be a better idea to simply upload the images' tiles into the VRAM slots occupied by the built-in SDGK font, instead of making each tile its own sprite. That would save precious sprite slots and require less memory overhead than using the Sprite Engine or dealing with sprites. As for those special characters (like the ones near the end), I would make a function to grab each special tile by an ID number or #define constant.
SGDK homebrew dev and Unity3D Indie dev.
Sega does what Nintendont!
Of course you can load the image then use it to display text from sprite but as suggested MrTamk1s i think it would be better to override the default font using your image with VDP_loadFont(..) included in SGDK so you can directly use the classic drawText methods.