Pretty much what rastsan said. Unless you are building a custom tool (usually for extraction, editing or display/"emulation") then script extraction is a fairly messy game and all the elegant or if not elegant then ingenious methods you might see hackers use when trying to figure out a format, work around a problem or tweak something are pretty much forgotten.
You sound like the game used shiftJIS, Euc JP or some known encoding which is great (otherwise you would just have to make a table which pretty much means you then get to use a hex editor that supports tables).
Find the text, cut off any pointers at the start, if there are binary flags in the text replace them with something readable (if there are any flags in the pointers you might consider adding a note in the text), replace any new lines with something a text editor is more happy to see (windows standard is 0d0a where games might use 00, 0d, 0a or something else entirely and do the same for any end of paragraph (your game might not have them) although even this depends on your translator (one that has worked on the rom hacking side of things is probably used to it).
If you have ever seen anyone around here do a quick and dirty text grab to kick off a rom hacking project you can pretty much bet that was all that was done.
If you want you might categorise it by pointers but even then it is nothing special.
You can refine it later if you like but for getting it together to press on "no special measures" is the order of the day.
The trick comes in reinsertion- aside from the pointer issues and any screen issues (no pointer but too much text for a line and the like) you get to reverse all the above and put it back into a format the game might agree with.
Still if you want something you can "program" I might point you at
http://gbatemp.net/t280476-romulan-data-extractor-injector