You don't extract text from a game to a .tbl.
You extract text from a game with .tbl help.
when you open a game on any Hexadecimal editor, you see, music,images,instructions,text,sprites, as numbers from 00 to FF.
a table file is just a text file with custom extension .tbl
in that table you indicate the hex to text conversion chart.
that way you can isolate where the strings of text are written.
Off course as you are converting hex to text, sometimes you can see pictures as text. but this text doesn't have any sense because isn't mean to doit.
even better, games have pointers tables for text. thise pointers can be array in blocks or also before each text string.
with the help of the pointer table and the table conversion. you can successfully extract just the game text without touch anything else.
even better, if your translate text is bigger that the actual game space, you can send your new text wherever you want and just update the pointer table.
The first thing you have to do in other to translate any game is find the font, create a .tbl and reverse engineering the gamecode to find text pointers.
with those data you can use any script extract/insert tool to change the text.
For your Sakura wars translation you can use the in-game font and apply a DTE, that should be enough compression to fill 28 characters per line without do assasembly changes. the game uses 5 tables.
5 * 256= 1280 bigrams to use.