Feel free to point out my mistake.
Lemme break this down for you.
I have given a couple of tries at Kengo 3. I am trying to create a table for it; the only issue is that the game is possibly 99% in Japanese.
Actually, that's a pretty big
issue. The one you're trying to rectify, I assume?
Odds are you don't need to make a table. Most Japanese games for modern systems just use Shift-JIS encoding. Here's a ready-made Shift-JIS table you can use.
Friendly word of advice: if you're going to be using it with WindHex, get JWPce and save it in Shift-JIS format. That's right: the Shift-JIS table isn't actually stored in Shift-JIS format. It's in UTF-8, which is more widely compatible, but WindHex doesn't like it.
Well; I need the help of anyone who could understand my hand-drawn Japanese characters.
No you don't. You'll need a translator; eventually, anyway, but for now, trying to translate the game one handwritten screen at a time is counterproductive at best.
I took the time to stare at my TV screen for about 40 minutes trying to get right the characters ona piece of paper; I then scanned it and processed it. And I bring it to you...
As much as I respect the effort you've taken here (I thought it was authentic Japanese calligraphy until I read your post more closely), you're taking the wrong direction with this. Assuming you haven't done so already, you'll need a tool to break apart the ISO into its constituent files and reassemble them when you're done. If the game uses its own virtual file system (VFS), this will take the aid of an experienced hacker.
I hope you can help me identify the characters and their "nature" (romanji, kanji, hirgana, katakana). I need to identify which system is the game using. Perhaps I am making a foolish assumption or doing something wrong.
See this? This is romaji. That's right, it's the good old-fashioned Roman alphabet. That's literally what "romaji" means in the first place ("Roman characters", anyway).
As for the other three? Japanese uses a mix
. Check out the following sentence:
That's kanji, hiragana and katakana, plus some good old-fashioned Western-style punctuation.
Even if you ultimately decide to stay away from the front lines of the actual translation
part of translation hacking, it's immensely useful to be able to at least identify
the three types of writing on sight; preferably, you'll be able to read hiragana and katakana, possibly a few kanji as well.
You're not making "foolish assumptions"; you're just being terminally newbie. A lot of people come around here expecting easy answers and magical tools that take anything that looks like "work" out of the process. You, on the other hand, understand that this kind of undertaking takes effort - you've just misdirected it so far. Spend some time around here and we might make a decent translation hacker outta you. :3
For a start, it might pay to step back and take a look at a simpler project. Now, in some ways, games for more recent consoles are
simpler than their ancestors - data gets separated into a proper file structure instead of tossed together in a ROM - but the problem is, the newer platforms aren't half as well-documented. The NES, SNES, Game Boy and GBA are all well-traveled and familiar ground; there are some hurdles involved, but they make a fine place to start.