Well, not only is the linguistic point not in any sense true, there is a much more practical reason: there aren’t a whole lot of Chinese video games to translate via hack in the first place.
I did see someone trying to locate the text from Joyland games (Ys Seven PC, Trails trilogy PC) before giving up in frustration because Shift-JIS encoding does make the chinese appear, but with it loads and loads of garbage data appearing, also, as Chinese characters. So my point is more a technical one than a linguistic one.
And making a TBL for a kanji-only text with relative search is a PAIN. Especially if the kanji are in a custom order.
thank you for all the replies. I'm still having problems in making translations the truth is, this is the first ps1 game that I will translate. The name of the game is Black Matrix 00. i really want to play it in English.
I am bit confuse in making a table for game but i have read some threads that if you can view japanese characters on your computer there is no need to make a table.
Actually, that means if you see the text clearly with a text editor supporting Ascii or Shift-JIS (yes, opening a game file in a word processor, as silly as it sounds... I won't advise you to edit it, since word processors ERASE certain bytes that may be crucial to the game, if they're not printable characters)...
that means the game is using the standard hex values for the letters (the same as web navigators).
That means you'll need a TBL with Shift-JIS values and won't need to research the values yourself. (in fact, it's here:
http://www.romhacking.net/documents/179/)
But you'll still need a TBL file for the hex editors.
And to add any custom values the game may be using to change the color / do a line break / end the text / Play a music etc, like that for example:
CE 06 = [TextColorBlue]
I'm also having with problems the compression of the games cause i don't know how to figure them out. I tried to extract the files in the .bin file of the game by using daemon tools. all I got are .xa files, .dat files and .cnf files. I can't extract the .str files. can you pls tell me how to extract them. there are other people say that i need to draw my fonts using tile editor.
anyways thank you very much and i appreciate all the replies 
Tile Molester is a powerful tile editor tool for unknown formats..
The font you're searching for is likely an image with two colors (often).
If the font from the Japanese game is incomplete and/or missing English letters, you'll need to do that.
That aside, you'll likely run into size limitations. English language is almost twice space-consuming as the equivalent Japanese text, and other latin-based languages are even more wordy almost always.
You'll need to modify pointers so that you can fit the text and move things around, but until then (and even then actually), hex editing is replacing something with something of equal length... or else it WILL corrupt the game.
How did you know it's compressed, by the way?
Have you tried relative search and/or viewing it with a Shift-JIS table? Are you sure that file is the one with the text?
I suggest actually to do another project instead of this one, just so that you grasp the notion of TBL files, pointers and tile editing in practice with something easier. Magical Hat for the Megadrive, a NES game for example.... Once you feel at home with those notions (possibly even some ASM hacking won't hurt), it should be time to begin your hack effort for this one.