I stumbled big while trying to figure the way Dragon Slayer 6: The Legend of Heroes II handle its text:
-The obvious text written in S-JIS was just for the intermission cutscenes between chapters. One such scene is "Selios Departure": showing a conversation between Selios and Dinah in Japanese.
-The stuff needed for translation (Names, enemies and battle messages, NPCs talks, items and magic, etc.) is all scrambled and incomprehensible. When I tried dumping the CPU memory using Mednafen, I vaguely found what a Guard was saying in the beginning of the game, which not surprisingly, was compressed using LZSS.
I realized then, that I was running circles around myself, and that I should instead start small. But I really need to learn how to actually use a debugger in games to find:
-Where the game stores the raw text.
-How it calls and deals with its compression.
-How to recreate to routine to produce the text for translation purposes. Then re-compress the new translated line and put it instead of the old one. I think Assembly is what Mednafen shows.
-And of course, how to change things such as length of the text.
I do feel I am demanding much, but I am having difficulties finding sources that are beginner-friendly or explain the procedure at ones own lesuire. Please don't take it as me being lazy. I just don't know where to start.