I'm slow, as well. Albiet, I don't have to type out the Kanji by hand as I can copy the text from the script, then paste it into my Japanese Word Processor. That's so much easier than trying to identify the kanji. The strokes can be difficult to count...
And as for outright officially translating it... ehh... ^^;; It's more of a "for poops and giggles" thing.. I'm saving the script to external files until I manage to figure out a method for doing it more efficiently.
Hmm, to explain... It's not quite like TnC. I'm not 100% sure what it's code structure is like, but based on other Nitro+CHiRAL games, I'm going to say it's not like that at all.
And I made an error with my previous assumption. Kaitou Jade is easier than the Code Geass NDS game in some aspects, as you can define how big a block of data is and not worry too much about the rest of the code being offset. All the text is toward the end of the file, so you can "bloat" that a bit. The CG game actually doesn't have set block sizes, but 2-byte codes that are run, in-order.
If this game is like the CG game, then I can use the Shift-JIS Unicode blocks (Which take 2 bytes per character), and split them up to have two Ascii characters, as Ascii characters are 1 byte.
For example, the Kanji: 私 (Watashi). That takes 2 bytes of Hex code, even though it's 1 character. So if there are 20 characters of Kanji/Katakana/Hirigana, then I can effectively have 40 characters of text to use.
Also unlike Kaitou, the CG game has offsets that are affected by how big some data is, so you have to adjust them to fit properly.
Ah well.. I derailed the original topic of this thread. I do apologise.