Hi little_one! It's chugging along slowly but surely. The amount of text to translate is huge, but we're gradually getting more people on board on the translation side, which is great. All the compressed text has been uncompressed and dumped for the reading pleasure of the translation team. Since everyone's schedules are hectic, we're always keeping an eye out for more bilngual talent.
Next up on the technical side of the DF II project is handling a nasty issue where the text decompression routine is preventing us from using ASCII values (and the lovable half-width character output associated with those values in Shift_JIS) in storyline dialogue. Sixfortyfive had simply been using ASCII to type in menu text as seen in the now ancient sample video, but when it comes to the storyline dialogue, the compression routine treats ASCII values as compression dictionary references and not as ASCII input. We haven't found any way to make the dictionary entries refer to the English section or otherwise read half-width areas from the font sheet either.
Normally what would be done at this point, I think, is to NOP out the text decompression routine via ASM modding. Failing that (seeing as I'm inexperienced in ASM routines, let alone Saturn ASM code), I have a kooky backup plan.
If anyone reading this just happens to be either really experienced in reading, or interested in studying, Saturn ASM routines, and doesn't want to even begin to think about whatever constitutes a "kooky backup plan" in this case, we'd be greatful to have your help.

If I can figure out enough about ASM code to intelligently communicate with the author of Yabause, I'll give that a try.