Since I already did that while making my own table file earlier, try looking at 0x14014 - 0x14021; based on the pointer values, it looks like DQ2 uses 64 strings per pointer (but the individual strings are 1 byte per character and so short that it's still faster than reading through 16 English strings), and based on me tracking down a couple of random strings, the Japanese strings are not stored in the same order as the English strings.
My Japanese script extraction was successful. The only problem is that most of it came out in massive blocks of kana text. However, there were a ton of separated lines in the middle of the extract file and I'm going to guess that once nejimakipiyo takes a look at them they will turn out to be the battle and miscellaneous text that we need. Therefore we can probably ignore the lack of proper spacing for now but I will have to root out that issue when we do a real translation straight from the script dump. Thank you for the tips on getting the kana to show up properly in WindHex32. I didn't bother with that for now but I will probably need to use that in the future.
If you spend some time going through a trace log, you can track a string back to its source and then keep going further back to find the pointer to that string.
Figuring out this trace log process is probably the next thing I really need to learn in order to be effective in my role. I imagine this will not only help me with finding pointers and such but will also enable me to do more of the things I want with manipulating palette and tile assignments. Rather than ask you to type up a massive tutorial, let me try to read the documentation for FCEUX again and see what I can glean. There doesn't seem to be a lot out there to guide me through this process. A video or two exists on youtube but they are extremely introductory to the point of being little value. Once I spend some time reading, I'm sure I'll be returning to you with a list of questions on foggy concepts.
We really did do a hell of a job, mostly due to your research. The upcoming DQ3 item and monster names sound phenomenal and I'd say they are far more accurate and informed than any English translations we've seen. Can't wait to unleash them onto the world!
Look out for an update to DQ1 Delocalized that I submitted last night. It includes a correction of a single typo found by my dedicated playtester. More significantly we also reconfigured several of the monster names. We've looked at all the wizard type enemies between DQ 1, 2 and 3 as a whole and tried to figure out which names were best for each monster from a translation standpoint. We also thought about making sure item and class names match up to the respective monster name when the Japanese word is shared between the two (ie Wizard's Wand will now be Sorcerer's Staff because it shares the same word with the tier 2 DQ1 wizard-type.) One caveat: while Horii opted to infrequently introduce a new monster with the same name as one of his prior monsters, we've opted to choose variant translations that capture the same meaning and provide each monster with a unique name.
The new progression in DQ1 is Wizard, Sorcerer and Grand Wizard. DQ2's will be Magus, Shaman and Warlock. DQ3's will be Magician, Evil Mage and Archmage.
Also, I think we have come up with a great translation of the Japanese enemy named Meda (Druin/Lunatick). The Japanese name is the word for Eyeball with the end of the word chopped off. We present our translation: "Eyeba." The GBC name Eyeber came close but ours comes closer still. It also has the alien kind of sound we were looking for. This is an example of the benefit that nejimakipiyo is bringing to this project--I was going to leave it "Meda" simply not knowing what to do with it.
I've linked to the new patch and updated release notes on the first post of this thread.