Yup. I've viewed text via hex editors before, but this only works with games that use ASCII, and games generally use their own text encoding in some cases.
That's what tables are for. ^_^
Tables are just ordinary text files with the ".txt" replaced with a ".tbl" for clarity's sake. Okay, so if you're working with Japanese, they're not going to be
ordinary text files, they're going to be Unicode or Shift-JIS or some such, but you get the basic idea: they can be opened in a text editor (Notepad works, but JWPce is better) and edited without having to resort to fancy esoteric tools. Tables are what
allow the fancy esoteric tools to display game text properly. :3
If you know hex, then you can make a table. A table is a long list of hex codes and their textual counterparts:
00=
01=あ
02=い
03=う
04=え
05=お
06=か
07=き
08=く
09=け
0A=こ
0B=さ
0C=し
0D=す
0E=せ
0F=そ
...And so on. Mind you, this is just a sample: building a table usually requires you find the game's font and do a bit of relative searching based on the patterns you find. And if you're really, really stumped, you can boot up the game in an emulator with trace functions, slam a breakpoint on the place in memory where text gets copied to, then trace until you figure out which instruction loads text from the ROM and find out what hex codes represent what characters that way.