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Dragon Ball Z: Budokai Tenkaichi 3 (Tenkaichi3Decomp, BT3 Online)
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Dragon Ball Z: Budokai Tenkaichi 3 (Tenkaichi3Decomp, BT3 Online)

NATIVE PORTFIGHTING / COMBATWEBWINDOWSALPHA

Dragon Ball Z: Budokai Tenkaichi 3 (Tenkaichi3Decomp, BT3 Online)

Dragon Ball Z: Budokai Tenkaichi 3

TechnologyDecompilation and reconstruction in C/C++

Available forWeb, Windows

View official project

About the project

Dragon Ball Z: Budokai Tenkaichi 3 es un videojuego de acción y lucha en 3D desarrollado por Spike y publicado por Atari en Norteamérica y por Namco Bandai en Europa y Japón para PlayStation 2 y Wii. La versión para PlayStation 2 salió a la venta en Norteamérica y Europa el 9 y el 13 de noviembre de 2007, respectivamente. El lanzamiento de la de Wii tuvo lugar el 3 de diciembre de 2007 en los Estados Unidos y el 15 de febrero de 2008 en el Reino Unido. En Japón, ambas adaptaciones debutaron el 4 de octubre de 2007.

6 versions of Dragon Ball Z: Budokai Tenkaichi 3

You're viewing: Dragon Ball Z: Budokai Tenkaichi 3 (Tenkaichi3Decomp, BT3 Online)

Dragon Ball Z: Budokai Tenkaichi 3 (Tenkaichi3Decomp, BT3 Online)github.com/stufno102/Tenkaichi3Decomp
Web
Windows
Current
Budokai Tenkaichi 3 (PC)github.com/z3xox/Tenkaichi3Decomp
Windows
›
Dragon Ball Z: Budokai Tenkaichi 3github.com/z3xox/BT3-Decompiled
Windows
›
Dragon Ball Z: Budokai Tenkaichi 3 (Web)budokait3.com
Web
›
Dragon Ball Z: Budokai Tenkaichi 3 Recompiledgithub.com/z3xox/BT3-Recomp
Windows
Linux
macOS
›
Tenkaichi3Decomp Androidgithub.com/dfdx047/Tenkaichi3DecompAndroid
Android
›

Official project information

Author's original READMEOpen on GitHub ↗

Tenkaichi3Decomp

A native PC port of Dragon Ball Z: Budokai Tenkaichi 3 (PlayStation 2, USA release, SLUS-21678), built on the matching decompilation in BT3-Decompiled. It is the game's own code compiled for PC, with a new renderer, sound and input layer underneath; it is not an emulator.

This repository contains no game data. You need your own disc image of that release: the setup reads the game's data from it, and it stays on your computer.

What works

  • The whole game loop: boot, opening movie, menus, saving, fights, split screen.

  • A GPU renderer (Vulkan) with the PS2's effects (outline, glow, depth tint, distance blur), each switchable. An OpenGL 3.3 renderer draws the same picture for machines without a working Vulkan (F1, Video, Renderer; it is also tried by itself when Vulkan cannot start). It is slower than Vulkan.

  • Internal resolution from 1x to 8x; 4:3, 16:9, 21:9 and wider without stretching the fight.

  • Smooth motion (experimental, off by default; F1, Video, or F9): the game computes a fight 30 times a second, as on the console; with this the renderer draws pictures in between, for 60, 120 or 240 a second. The fight itself, replays and online play are unchanged, and the two players of an online match need not agree on it. The newest picture reaches the screen 17 to 29 ms later than without. Known limits: pictures are left out at camera cuts and where the camera would pass through scenery; 240 is uneven; little tested with OpenGL. Works in both halves of a split screen.

  • Music, voices and sound effects; keyboard and controllers, fully rebindable; two players.

  • Clashes: Square counts as a direction (off by default; F1, Controls): in a clash of two beams or two rushes the game counts newly pressed directions, which is why the stick is turned; with this each press of Square counts as one, as a tap of the d-pad does. It changes only your own pad, so it can be used online.

  • Texture packs made for PCSX2 (.dds or .png): copied into the textures folder next to the game, they are used as they are.

  • Stages and music from outside the disc: a stage model (.unk) dropped into the stages folder next to the game, or a song (.adx) into songs, is added to the stage select, its name written in the game's own lettering (cut from the disc's name pictures while the game runs). They are not written to the save and are not offered in an online match. See docs/port/adding_stages.md and adding_songs.md.

  • In the game, F1 opens the settings. Its Cheats tab has "Unlock everything" (a debug function the game's developers left in: all characters, stages, music, items and Zenni).

  • Online play, experimental (from release 0.1.8): the main menu's hidden "Dragon Net Battle" entry is back and opens a small window. One player hosts on a port, the other joins with the host's address; both get the same roster with everything unlocked, each sees their own fighter's view full screen, and leaving the match puts each player back where they were with their own save. Linux and Windows play against each other. With rollback (the host chooses how many frames, and the input delay) your own moves come out at once and the game corrects itself when the other player's buttons arrive. The host also chooses the battle (single, team, or DP battle with a limit of 10, 15 or 20) and the time limit. Each player sees their own gauges on the left with the players' names under them, and hears the voice language chosen in their own save.

Online play is new. It has been played over the internet between a Linux and a Windows machine. The input delay is chosen from the connection when a match starts (or set by the host), both players need the same release (the game says so when they differ; 0.1.10 does not play against 0.1.8 / 0.1.9, and 0.1.15 does not play against 0.1.14 and earlier), and the host's port has to be reachable from the other player (port forwarding, or a virtual network such as Tailscale; there is no relay or match-making). F1, Video has a meter for the frame rate and, in a match, the ping, rollbacks and waits. The 32-bit Linux build has no rollback. docs/netplay_notes.md is the working log of how it is built and what was checked.

  • In the browser (experimental): the game in a web page on a computer or a phone, with touch controls, controllers and online play with room codes and Quick Match; built from your own disc image. See docs/web/README.md.

See docs/port/README.md for the running log of what is done, what is verified and what is not.

Requirements

  • A 64-bit x86 processor and a graphics card with Vulkan support. Most of the work is on the processor (the game's arithmetic is reproduced exactly as on the PS2); a recent mid-range CPU is recommended.
  • Linux (glibc 2.35 or newer) or Windows 10 / 11.
  • About 4 GB of disc space, and your disc image as an .iso file.

Installing a release

Unpack the release, start Tenkaichi3Decomp-setup (Tenkaichi3Decomp-setup.exe on Windows), choose your disc image, press Play. The setup checks that the image is the unmodified USA release and unpacks the game's data next to the program.

On a machine without a working Vulkan the setup window and the game use OpenGL by themselves. To ask for OpenGL from the start (a Vulkan driver that starts but is incomplete, as on Intel Ivy Bridge), set BT3_GPU_API=gl: BT3_GPU_API=gl ./Tenkaichi3Decomp-setup, and the same for ./Tenkaichi3Decomp. The setup also runs without a window: ./Tenkaichi3Decomp-setup --install <disc image>.

Building from source

python3 install.py --iso <your disc image>

does everything on Linux: checks the tools, reads the disc, builds the 64-bit program and runs the game's demo fight as a test. python3 install.py --check lists what is missing. port/setup/build.sh && ./Tenkaichi3Decomp-setup is the same with a window.

The release archives for Linux and Windows are built from the repository alone, with no disc involved: port/release/build.sh (needs only docker) or the GitHub workflow in .github/workflows/release.yml. The repository carries the shape of the game's built-in data tables without their values (port/data); the finished program fetches the values from your disc when it starts.

Layout

PathContents
src/, include/The game's code, from BT3-Decompiled; changes for PC are inside #ifdef PORT
port/src/The PC side: memory, files, memory card, movies; gs/ renderer, sound, input, settings window
port/tools/The build: pointer rewriting for 64-bit, packaging, extraction
port/data/The game's built-in data tables as shape only (labels, sizes, pointer slots), no values
port/release/The container and scripts that build the release archives
port/setup/The setup window
port/third_party/Dear ImGui (MIT), the maths library of newlib
port/web/, cloudflare/The browser build and its optional private deploy (docs/web/README.md)
docs/Notes on the game (from the decompilation) and docs/port/ on the port

This project was made with the help of AI.

Contributors

  • RexxColder: the OpenGL 3.3 renderer beside Vulkan (the split of the renderer into a shared recorder and two back ends), and stages and songs from outside the disc (the manifest, the install scripts, the menu changes and their documentation), in pull request #1. Both were brought onto the main line with changes; the documents under docs/port/ say which.

Licence

The port's own code (everything under port/ except port/third_party/, the setup, the build tools, and the PC changes inside #ifdef PORT) is under the MIT licence. The libraries in port/third_party/ keep their own licences (Dear ImGui: MIT; newlib's maths library: its BSD-style terms, in that folder). The game's code in src/ and include/ comes from the decompilation and is not ours to license: it belongs to the game's rights holders.

Legal

This project is not affiliated with or endorsed by the game's developers, publishers or rights holders. It exists for preservation, study and interoperability, and distributes none of the game's assets. All rights to the game belong to their owners. You need your own legally obtained copy of the game to use it.

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PROJECT FILE

Project type
NATIVE PORT
Genre
Fighting / Combat
Status
alpha
Original platform
—
Technology
Decompilation and reconstruction in C/C++
Version
—
Updated
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Target platforms 2

Web
Windows
View on GitHub
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