It's been a while (3 years), and I want to revisit this again (not creating a new topic as it's a follow-up of some sort).
The text starts at an odd offset and Windhex needs an even offset to display correctly all. I think that's the problem.
Back then, I didn't fully understand it (going as far as trying to find another editors that could do that, to no avail). But now, I realised that the bytes are reversed (though, I'm aware of the behaviour of reading back-to-forward in hexcodes as I play a lot with CheatEngines for GSC creation) in the table.
For example, at 0x004AE0 ('SCENARIO.DAT' file), the bytes are displayed as such:
07 00 69 81 C9 92 C1 82 45 81 45 81 49 81 6A 81
Note: Underlined bytes are what I suspect WindHex read as valid characters
...which are displayed in WindHex as:
. . i V . チ . E ・!)
This address is supposed to be displaying the following text as it appears in the game:
(痛っ..!)
From CUE's ASCII table,
( = 8169
痛 = 92C9
っ = 82C1
. = 8145
. = 8145
! = 8149
) = 816A
As you can see, it's reversed. Well, I thought I'd just swap the two (after some manipulations with MsExcel/Word), and made a reversed version of the original table (I didn't know that I had to save with ANSI encoding to make WindHex use the table; usually with Japanese text involvement, I thought Unicode will be the proper one...).
Anyway, the result is as follow:

The texts at 0x004B90 and 0x004C20 as displayed in the game respectively: "手足が完全に
痺れ・・・" (
83E1-->83C3) and "何て
瞼が重いんだ・・・" (
E1D9-->83CA). So apparently, there's a bit of oddity here and there (likely due to a slightly different table used for the game), but they shouldn't pose much trouble. Maybe. >__>
Anyway, now that this topic has finally found its solution, I hope to translate the menu stuffs and the dialogues (minus FMVs, vertically aligned texts and other special effect ones).