Skip to content
PORTSNATIVE.
HomeCatalog
Web GamesEmulatorsToolsNews
PORTSNATIVE.

A catalog for discovering ports and related projects. We link to official sources and do not host original game files.

ExploreCatalogMy list
InformationAbout usSuggest a portSupportDonationsLegal notice
© 2026 PortsNative
Back to catalog
Dragon Ball GT: Final Bout Recompiled
PORTSNATIVE

Dragon Ball GT: Final Bout Recompiled

NATIVE PORTFIGHTING / COMBATWINDOWSBETA

Dragon Ball GT: Final Bout Recompiled

Dragon Ball GT: Final Bout

OriginPlayStation

TechnologyStatic recompilation (native C/C++)

Available forWindows

View official project

About the project

Dragon Ball Final Bout, conocido en América del Norte como Dragon Ball GT: Final Bout, es un videojuego del género de lucha en 3D, basado en el universo de Dragon Ball, para PlayStation en 1997. Es el primer juego de Dragon Ball que tiene gráficos completamente poligonales. Los personajes que aparecen abarcan el final de Dragon Ball Z y Dragon Ball GT. Fue el último juego de Dragon Ball para PlayStation, y también fue el primer juego en aparecer en Norteamérica con la licencia Dragon Ball.

Official project information

Author's original READMEOpen on GitHub ↗

Dragon Ball GT: Final Bout Recompiled

English | Español

Release Platform License Stars Built with

Static recompilation for PC of Dragon Ball GT: Final Bout for PlayStation, based on PSXRecomp and recomp-ui.

The original MIPS code is recompiled as native Windows code and integrated into an independent executable with a launcher, mod support and rendering settings. This is not a traditional emulator.

Players1-2
PlatformWindows x64
RegionUSA
SerialSLUS-00493
Genre3D fighting
Versionv0.2.1

Copyright (c) 2026 NovaPowers. MIT License (see LICENSE).


Legal Notice

The game and its data are not distributed. You must provide files from your legally owned copy of Dragon Ball GT: Final Bout.

  • This project expects the USA version SLUS-00493.
  • See baserom.md for the expected size, serial, volume and checksums.
  • Disc images, retail BIOS files and generated C sources are not included.
  • The release includes compiled runtimes and native overlay libraries. You supply the disc.

This is an unofficial, non-commercial research and preservation project. It is not affiliated with or endorsed by Bandai, Shueisha, Toei Animation or any other Dragon Ball rightsholder.


Playing

  1. Download dbfb-0.2.1-windows-x64.zip from v0.2.1 experimental release.
  2. Extract the package to a Windows folder.
  3. Provide your legally owned copy following the identity in baserom.md.
  4. Run DBFinalBout_Recompiled.exe or open the included launcher.
  5. Keep widescreen disabled for faithful 4:3 presentation, or enable psx.enhancement.widescreen for 16:9/adaptive presentation.

The package is already compiled. Select your own disc on first launch; no build is required. OpenBIOS is included under its MIT license.

Renewed combat (optional, offline)

In Mods, enable Combate renovado for the integrated combat profile. Todos los personajes unlocks all 17 fighters independently. Both default to off. The profile includes input assistance, native aerial follow-ups, movement, defense, hit-stop, ki changes and a slightly wider camera. The new arm recovery transition is limited to verified animation record 0. This remains experimental: flight can still leave a fighter outside the original camera's view; measured move cards and difficulty balance are not exhaustive. See the release notes. Original-mode package tests also exposed an intermittent watchdog exit. v0.2.1 fixes a host-side wait on already-finished autocompile workers, but the cause of every intermittent exit remains open. v0.2.1 is an experimental pre-release.

Recommended Settings

  • Renderer: software, as the reference path.
  • Widescreen: stretch-only; 16:9/adaptive available.
  • Vulkan: available as an experimental option.
  • PGXP: separate precision variant included for testing.
  • Netplay: LAN/direct-IP available; online ICE/TURN is not enabled.

Features

FeatureStatus
Static recompilation of the PS1 executableFunctional
Windows launcherIncluded
Overlay cache and native overlay recompilationIncluded in the validated build
16:9/adaptive widescreenFunctional in stretch-only mode
Experimental FOV/cullingDisabled for stability
Software rendererReference path
Vulkan rendererExperimental
Normal and PGXP runtimesIncluded
LAN/direct-IP netplayCompiled, pending full manual testing
Online ICE/TURNNot enabled

Widescreen preserves the game's original guest coordinates. Some 2D menus may show a brief 4:3 pillarbox transition when changing scenes.


Repository Structure

DB-Final-Bout-Recomp/
├── psxrecomp/       # Recompiler and runtime submodule
├── recomp-ui/       # Launcher and UI submodule
├── mods/            # Mod configuration and manifests
├── seeds/           # Final Bout executable seeds
├── ghidra_proj/     # Reverse-engineering and analysis tools
├── tools/           # Build, diagnostic and validation scripts
├── generated/       # NOT included: locally generated code
├── disc/            # NOT included: your legally owned disc image
├── game.toml        # Runtime configuration
└── CMakeLists.txt   # Project build definition

Building From Source

Main requirements:

  • Windows x64.
  • Git with submodules.
  • CMake 3.20 or newer.
  • Ninja or another supported CMake generator.
  • Python 3.
  • A toolchain compatible with PSXRecomp.
  • The legally owned disc described in baserom.md.
git clone --recurse-submodules https://github.com/novapowers0/DB-Final-Bout-Recomp.git
cd DB-Final-Bout-Recomp

git submodule update --init --recursive
./psxrecomp/tools/ci/build_emitters.sh

python3 psxrecomp/psxrecomp_cli.py generate \
  --config game.toml \
  --project-root . \
  --disc "disc/<your-disc>.cue"

cmake -S . -B build-release -G Ninja -DCMAKE_BUILD_TYPE=Release
cmake --build build-release --target psx-runtime

To validate the installation without launching the game:

python tools/verify_offline.py

The contents of generated/ are derived from your disc and must never be committed. Build artifacts and game images are ignored by Git.


Documentation and Diagnostics

  • baserom.md: disc identity and checksums.
  • AGENTS.md: project rules and technical state.
  • ANALISIS_CRASHES.md: freeze and overlay investigation.
  • PLAN_SOLUCION_CRASH_Y_COMBATE.md: current status and validation steps for the combat-transition RI fix.
  • RELEASE_NOTES_v0.2.1.md: changes and known validation status for this release.
  • SESSION_ANALYSIS.md: session capture and analysis workflow.
  • summary.md: detailed decision and validation history.
  • tools/verify_offline.py: reproducible validation without launching the game.

Version History

v0.2.1

Maintenance pre-release: fixed a host-side VBlank wait on autocompile workers that had published DONE but had not fully exited, added a controlled regression for that interleaving, and added passive watchdog gap/section diagnostics. 121 project tests passed, both runtimes built, the offline check passed, and an isolated 5/3/2-combat matrix passed. The intermittent original -mode watchdog cause remains open; this release does not claim universal stability.

Framework pins: psxrecomp a51c9aa7 (rework-master).

v0.2.0

Experimental renewed-combat release: integrated optional combat profile, verified arm-recovery transition, wider camera, roster unlock, opt-in Windows sampling, and the compiled Windows package. Two original-mode package tests exited through the watchdog; that intermittent cause remained open.

Framework pins: psxrecomp 835f1902 (rework-master), recomp-ui 0546fbcb, and nested recomp-net 55269a62.

v0.1.1

Maintenance release: refreshed the psxrecomp and recomp-ui submodule pins, rebuilt the setup-host package, and added narrow recovery for a stale cleared IRQ callback. A manual session completed Piccolo vs Goku and proceeded to the Little Goku Super Saiyan fight without a hang. The session logs predate the new callback counter, so they do not establish whether that recovery path ran; this result covers the tested sequence and is not a universal no-hang guarantee.

Framework pins: psxrecomp 7d70880d (rework-master), recomp-ui 01bff947, and nested recomp-net c2338c63.

v0.1.0

First playable and validated release, with the updated runtime, overlay cache, stretch-only widescreen, experimental Vulkan and compiled netplay support.

The original v0.0.1 publication was withdrawn because it was too unstable, with crashes/freezes during menu and fight transitions and insufficient validation to present it as a supported release.


Credits

  • PSXRecomp: PS1 recompiler and runtime.
  • recomp-ui: launcher and UI components.
  • recomp-net: netplay transport and support.
  • NovaPowers: Final Bout integration, configuration, mods and tooling.
Read official guide
CALIFICACIÓN
—
Loading votes…
Advertisement

PROJECT FILE

Project type
NATIVE PORT
Genre
Fighting / Combat
Status
beta
Original platform
PlayStation
Technology
Static recompilation (native C/C++)
Version
—
Updated
—

Target platforms 1

Windows
View on GitHub
Advertisement