Can we just like
have subtitles or something?
I was thinking the same thing. Up to my neck in disassemblers here, trying to figure out where th135.pak is being accessed and hoping that we'd be able to rip out the routines that read the data so it can be dumped to a bin file. But this is way out of my league.
However, AGTH works on it. As long as you run through AppLocale (or set your locale to Japanese), AGTH will extract text. There are some minor issues... Characters seem to drop out and some are doubled, but if you compare with what you see on-screen, with a bit of manual work you can extract the text. Now, AGTH isn't open source so I'm not sure how it works its magic, but ITH does have source available. And it might provide some inspiration.
So I was thinking about the following:
1) Code something that performs DLL injection in the style of ITH, intercepting text routine calls.
2) Extract printed text and perform some sort of pattern matching that figures out what part of the game is being shown (spell card descriptions, dialogue, menu...)
3) Show translation on overlay with text and location dependent on the results of step 2.
Obviously there's a lot of technical details to work out. If gobs of text are being loaded into memory before being shown, it might be hard to detect what's exacty active or not. Easy enough for stuff like dialogue; you could intercept keyboard presses and DirectInput/XInput (disassembly seemed to show both DInput and XInput) calls to make the subs progress along with the dialogue. But for stuff like the spell card screen it might get hairier.
So what would be needed is a way to hook into text routine calls, for which ITH can provide good tutelage. The matching of text and translation is trivially easy. Then there'd be the challenge of showing subs at the proper size and location, windowed
and full-screen. Anyone got any idea how that could be accomplished? Disassembly shows includes of d3dx9_43.dll.