Need help extracting sound from .str files

Audio and Music (Sound Processing Unit) based area of development, including VAB, XA, etc
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Need help extracting sound from .str files

Post by terminator@ » December 31st, 2016, 5:15 am

Hi,
I am trying to modify the .str files of the Dragon Ball GT Final Bout game to change the the character voices of the game to another language. The problem is that these .str are not the same type of format as other games: They're like a pack of sounds. I have tried using Xtractor .NET, quickbms and other programs, but I don't even know if the program is extracting correctly the .str files. And in the case I succeed on extracting them, I don't know how to repack the files because, as I said, it doesn't has the same structure as the majority of STR files. Does anyone know how to edit these .str files?
Here you have the .iso of the game:


Here is the iso
http://goo.gl/0ZMPqB

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Post by Squaresoft74 » December 31st, 2016, 8:12 am

You may try posting here.

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Post by terminator@ » February 24th, 2017, 12:30 pm

No one helped me in the end, could anyone help me? I have tried everything and there is no way pls

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Post by Administrator » February 24th, 2017, 3:13 pm

STR files don't contain SPU based audio. It's all interleaved XA, so replacing it would consist of remaking the entire STR from scratch.
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

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Post by terminator@ » February 24th, 2017, 11:09 pm

Matt wrote:STR files don't contain SPU based audio. It's all interleaved XA, so replacing it would consist of remaking the entire STR from scratch.
but the str has not the same "shape" as the original one, it shows a lot of small files

plis

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Post by Administrator » March 29th, 2017, 2:16 pm

I had a very quick look, and it seems it a custom format they've made. You'll have to write a tool yourself which will rip out the required data as most likely it's been packed with multiple STR segments.
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.

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