There are IPS patches for some games that convert the japanese text into a "fan subbed" english version. As a result some of the translations aren't acurate. But this can be a way to play games that might not ever see a western release.
Not all games are translated because of the time involved.
Let me clarify...sometimes fans of a game make a translation. This costs a LOT of effort and generally happens after the lifespan of a console has ended so they know for sure that there won't be a US release of the Japanese game. Basically there are pretty much no worthwhile complete translations for GBA yet.
So no, there is no magical way to make a Japanese game English. However, some games, like Summon Night 2 And Yggdra Union (the only two good games I'm aware of) are going to be released in the US and Europe. You can look up the dates on www.gamefaqs.com but from the top of my head I think Summon Night 2 is going to be released somewhere in october.
... Im not looking for Love Hina ... >.< Im looking for Summon Night: Craft Sword Monogatari 2 But Glacius said that they arent going to translate it so .. u can close this topic ... wil je vechte he ?
As the people have already said translation is a long involved process and Japanese to European languages RPG's are the hardest of the lot (actually Russian/Chinese translations sound pretty hard too and I know there are quite a few Chinese ones).
though what the poster at http://harmful.cat-v.org/software/java said is true about Java, it isn't so much about C++, C# while preferring C over it. I doubt he'd write a network stack in linux, port a SQL server in C and a mail client if it was a senior C/C++ paid job. You don't even need to care about pointers in C++ if you don't use them and instead use the OOP classes, such as an object reference, which is safer because it guarantees object heritage (Inheritance) which eliminates the need of a garbage collector. Typical use case of this is to use push/pop operators over a vector array, where you don't even need malloc. (it's used internally, yes, but by going the inheritance way you let the C++ to handle it for you)