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Dragon Ball Z: Budokai Tenkaichi 3 Recompiled
PORTSNATIVE

Dragon Ball Z: Budokai Tenkaichi 3 Recompiled

PORT NATIVOLUCHA / COMBATEWINDOWSLINUXMACOSALPHA

Dragon Ball Z: Budokai Tenkaichi 3 Recompiled

Dragon Ball Z: Budokai Tenkaichi 3

OrigenPlayStation 2

TecnologíaRecompilación Estática (C/C++ nativo)

Disponible paraWindows, Linux, macOS

Ver proyecto oficial

Sobre el proyecto

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 versiones de Dragon Ball Z: Budokai Tenkaichi 3

Estás viendo: Dragon Ball Z: Budokai Tenkaichi 3 Recompiled

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

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗
<div align="center"> <img src="ps2xRuntime/assets/background.png" alt="BT3-Recomp" width="100%"> </div>

BT3-Recomp — Dragon Ball Z: Budokai Tenkaichi 3 on PC

A statically recompiled, native PC port of Dragon Ball Z: Budokai Tenkaichi 3 (PS2, USA, SLUS-21678), built on PS2Recomp. The game's MIPS code is translated to C++ at build time, from your own disc image — this repository contains no game code, assets, or media.

This is not an emulator: the game's executable and its gameplay overlay are recompiled into a native, portable game tree with an OpenGL renderer. Ships with its own built-in front-end (ImGui on SDL2, gamepad support) for Linux, Windows and macOS.

Screenshots

<!-- Drop PNGs into docs/screenshots/ and uncomment: ![Front-end](docs/screenshots/launcher.png) ![Fight](docs/screenshots/fight.png) ![Install wizard](docs/screenshots/wizard.png) -->

Screenshots are on the way.

Contents

  • For players — requirements, download & run
  • For developers — build from source, project structure & docs
  • Features — texture packs, cache, widescreen, mods
  • Status & known issues
  • Repository layout
  • Experimental: paraLLEl-GS backend
  • Credits & license

For players

Requirements

MinimumRecommended
OSWindows 10 64-bit · LinuxWindows 10/11 64-bit · Linux
CPU (AMD)Ryzen 3 3200GRyzen 5 3600
CPU (Intel)Core i3-8100Core i5-10400
RAM8 GB16 GB
GPU (AMD)Radeon Vega 8 (iGPU)Radeon RX 570 4 GB
GPU (NVIDIA)GeForce GT 1030 (or Intel UHD 630)GeForce GTX 1650 4 GB
Graphics APIOpenGL 3.3OpenGL 4.x
Storage~6 GB~8 GB (with texture pack)
Target30 fps @ 1x60 fps @ 2x–3x
  • x86-64 CPU with SSE4.1.
  • Your own BT3 USA Disc Dump (SLUS-21678). Other regions are not supported — the committed function maps are for the USA executable. The front-end's install wizard extracts the game from your ISO; no game data is distributed.

Download & run

  1. Grab the release for your OS (BT3-Recomp-win-x86_64.zip on Windows, BT3-Recomp-linux-x86_64.tar.gz / BT3-Recomp-macos-x86_64.tar.gz elsewhere).
  2. Extract it.
  3. Launch:
    • Windows — Dragon Ball Z Budokai Tenkaichi 3 - Recompiled.exe
    • Linux — ./Dragon Ball Z Budokai Tenkaichi 3 - Recompiled (or ./install game.sh for a desktop menu entry + icon)
    • macOS (experimental) — open BT3-Recomp.app

Run it with no arguments and the front-end opens: it reads your USA ISO on first run, extracts the game files into the deploy tree, and from then on it boots the game with the bundled libraries when you press PLAY. Gamepads are supported (SDL2 mappings; tested with an 8BitDo pad — the front-end and the game read the same mapping database).

On Windows, paraLLEl-GS runs on a bundled Mesa lavapipe (software Vulkan) ICD because several vendor Vulkan drivers (notably the AMD proprietary driver on Polaris/GCN, amdvlk64.dll) access-violate during shader compilation. If the runner still dies, the front-end retries once with the OpenGL renderer and records it in logs\vulkan-fallback.log. Set PS2X_VK_NATIVE=1 to use the system Vulkan driver instead of lavapipe.


For developers

Build requirements

  • Linux, Windows or macOS, x86-64 CPU with SSE4.1. On macOS the build is native arm64 (Apple Silicon) or x86-64, one at a time; see the port notes.
  • ~16 GB RAM and ~10 GB free disk for the build.

Linux — cmake, GCC or Clang with C++20, python3, rsync, bsdtar (libarchive) or 7z, pkg-config, the FFmpeg development libraries, and the X11/OpenGL development headers (raylib is vendored in-tree).

# Debian / Ubuntu
sudo apt install build-essential cmake git python3 rsync libarchive-tools \
    pkg-config libavcodec-dev libavformat-dev libavutil-dev \
    libswresample-dev libswscale-dev xorg-dev libgl1-mesa-dev

# Arch and derivatives
sudo pacman -S --needed base-devel cmake git python rsync libarchive ffmpeg

Windows (see scripts\build-windows.ps1):

  • VS Build Tools 2022 with the C++ Clang Compiler for Windows (Microsoft.VisualStudio.Component.VC.Llvm.Clang): winget install -e --id Microsoft.VisualStudio.2022.BuildTools
  • CMake >= 3.21, Ninja, Python 3, Git for Windows
  • the pefile Python package (PE gate)

Build + deploy — one command

Linux (build + assemble the portable game tree):

git clone https://github.com/z3xox/BT3-Recomp.git
cd BT3-Recomp
./scripts/build-linux.sh --iso /path/to/your/bt3-usa.iso --output /path/where/deploy

The script prompts for the ISO and output directory if they are not given, runs the full setup.py pipeline, bundles the runner (front-end included) + its shared libraries into the deploy tree, and drops install game.sh for the desktop-integration step. Pass --skip-setup to reuse an existing games/bt3/work/ tree and only rebuild the runner. The same pipeline produces the release artifact (BT3-Recomp-<os>-x86_64.tar.gz + .sha256) and asks where to send it (--no-package assembles the deploy tree only). See docs/DEPLOY.md for the full picture.

On an LTS (Ubuntu/Kubuntu 22.04 or 24.04), use the Docker flow. It runs the same pipeline inside ubuntu:22.04 so the artifact links glibc 2.35 and starts on every LTS:

./scripts/build-linux-portable.sh /path/to/your/bt3-usa.iso   # needs Docker or Podman

A native build-linux.sh links your host glibc: one built on 24.04 (glibc 2.39) or a rolling distro (e.g. Arch, 2.44) aborts on another LTS with libm.so.6: version `GLIBC_2.43' not found. Build natively only if the game is for the same machine you built on.

The pipeline extracts and sha256-verifies the game files from your ISO, builds the recompiler, generates ~7,800 C++ sources from the game's executable and overlay, applies the committed patches, and builds the final binary. The compile is quick on a modern machine: the job count is auto-sized from CPU/RAM (the conservative fallback is -j3); pass --jobs N to force it.

Windows (native, PowerShell):

.\scripts\install-deps-windows.ps1   # install all prerequisites (winget + pip)
.\scripts\build-windows.ps1 -Iso "C:\path\to\bt3-usa.iso"

Call it without arguments to be prompted for the ISO and output directory. Pass -SkipSetup to reuse an existing games/bt3/work/ tree (rebuild only). Once the stage passes the PE gate, package the release zip with:

.\scripts\package-windows.ps1

This produces build\release-windows\out\stage\ and build\release-windows\out\BT3-Recomp-win-x86_64.zip + .sha256.

macOS (experimental): install the Xcode Command Line Tools and Homebrew dependencies:

brew install cmake ninja pkg-config ffmpeg
./scripts/build-macos.sh --iso /path/to/bt3-usa.iso --jobs 3
open build/macos-dist/BT3-Recomp.app

The app's installation wizard reads your USA ISO. Game files, settings and saves live in ~/Library/Application Support/BT3-Recomp/, outside the signed bundle. The script defaults to the build Mac's OS version as its minimum and checks the bundled libraries against it. Homebrew bottles can require a recent macOS release. The signature is local/ad-hoc; Developer ID signing and notarization are not included. For development without a bundle, use python3 games/bt3/setup.py /path/to/bt3-usa.iso --jobs 3. See deployment details for rebuilds and limitations.

Run the game directly (no front-end)

cd build\ps2xRuntime\Release
set PS2X_CD_IMAGE=C:\path\to\your\bt3-usa.iso
"Dragon Ball Z Budokai Tenkaichi 3 - Recompiled.exe" ..\..\..\games\bt3\work\SLUS_216.78

Project structure & developer docs

The pipeline is built from a few components:

ComponentWhat it is
ps2xRecomp/the static recompiler (MIPS → C++), with EE FPU/VU semantics fixes
ps2xRuntime/the runtime: memory, GS/GPU renderer, VU1, scheduler, game overrides
ps2xAnalyzer/PS2 ELF analyzer that feeds the recompiler
tools/iop/native IOP (R3000) service
tools/orchestrator/progressive, coverage-driven recompilation orchestrator
games/bt3/game-specific setup, generators and patches (setup.py, gen_overlay.py, apply_patches.py)

Developer notes live in docs/:

  • docs/DEPLOY.md — deploy tree & cross-platform packaging
  • docs/CONTRIBUTORS.md — contributors & roles
  • docs/MACOS-PORT.md — macOS status & plan
  • docs/WINDOWS-SUBMODULES.md — Windows submodule checkout fixes
  • docs/ALTGL-PRESENT-STATUS.md · docs/ALTGL-RAYLIB-REMOVAL.md — standalone OpenGL layer & raylib removal
  • docs/D3D11-NATIVE-STATUS.md — native D3D11 port status
  • docs/BOTTLENECK-INVESTIGATION.md — Windows performance bottlenecks
  • docs/CROSSPLATFORM-REPRO.md — cross-platform reproducibility
  • docs/VIDEO-CONTROLLERS-UI.md — video & controllers UI

Component READMEs: games/bt3/README.md · ps2xRuntime/Readme.md · ps2xAnalyzer/Readme.md · tools/iop/README.md · tools/orchestrator/README.md · textures/README.md · mods/README.md.


Features

  • Native recompilation — the game's MIPS code is translated to C++ at build time from your own disc image; no interpreter, no emulator.
  • Built-in front-end — install wizard, per-game settings, gamepad support, and a built-in overlay in the runner.
  • Widescreen and selectable render scale.
  • Texture replacement & cache — see below.
  • Mods — a small C API for loadable game mods (mods/*.so / *.dll); see below.

Texture replacement & cache

Textures are identified exactly like PCSX2 (<TEX0Hash>-<CLUTHash>-<bits>), so its existing packs work unchanged. Drop a pack in <deploy>/data/Textures/ (see textures/README.md) or set PS2X_TEXREPLACE=<dir>.

In the front-end/overlay Video tab, Texture Replacement… shows the pack status plus Video overlay (4K intro) and Buttons style (PS2/Xbox). Enabling and installing live in the front-end's Misc tab (Pack Lite = 2D only, Pack Full = 3D + 2D); the front-end opens the pack's download page (Open in browser / Copy link) and installs a locally downloaded archive with Browse….

The texture cache (<deploy>/data/texcache.bin) stores each texture once it is fully resolved (PSMT decode + pack replacement applied) so later runs skip the VRAM hash match, the pack lookup and the PNG/DDS decode — measured ~6x fewer texture decodes, a CPU/I-O saving (the GPU path is unchanged). It fills as you play and is rebuilt automatically when the pack, the Texture Replacement toggle or the button layout changes. Toggle it in Misc → Texture Cache ([video] texcache); delete it there (or set PS2X_TEXCACHE_REGEN=1) to force a rebuild.

Mods (modding API)

The runtime loads every shared library found in <deploy>/mods/ at startup and hands it a versioned table of function pointers, ps2xRuntime/include/ps2x_mod_api.h: install hooks on the recompiled game's function table (replace / look up a routine by its guest address and chain to the original), read the frame counter and the live pads, register a per-frame hook, and feed the host overlay (overhead bars, a kill feed, the loading curtain). A mod exports one symbol, int ps2xModInit(const Ps2xModApi *api), compiles against the runtime's public headers only and never links against the executable, so a mod built once runs on any later runner with the same API version. The front-end's Mods page lists the installed files with a switch each. See mods/README.md.

The first mod built on it is Tag Team (up to six fighters at once: Team Battle, Free-for-all and Co-op from a TAG TEAM entry on the game's main menu), shipped separately as tagteam.so / tagteam.dll to drop into mods/. It needs the 128 MB guest-memory build, which is the default.


Status & known issues

Playable: boots through logos and title, menus work, and fights render in the GPU path at close to the engine's 30 fps cap.

Known issues:

  • stray textured triangle popups in arenas (render-to-texture pass mismatch)
  • shadow blending differences and some stage-texture glitches in GPU mode
  • occasional arm-pose flip during ki charge
  • FMVs are skipped

Repository layout

PathWhat it is
scripts/build-linux.shLinux build + package wrapper around setup.py (ISO prompt, portable tree, tar.gz + sha256)
scripts/build-windows.ps1Windows native build + package wrapper (installs missing deps, builds the runner, PE gate, zip)
scripts/install-deps-windows.ps1Windows dependency installer (VS Build Tools + ClangCL, CMake, Ninja, Python, Mesa lavapipe)
scripts/package-windows.ps1Windows release packaging from the native stage (BT3-Recomp-win-x86_64.zip + .sha256)
games/bt3/setup.pythe single four-stage script: detect / deps / build / package (see docs/DEPLOY.md)
docs/DEPLOY.mdthe deploy structure and cross-platform packaging documentation
games/bt3/functions.csv, dbzp_*.csvfunction address maps (symbols only)
games/bt3/vu1_programs.jsonELF offsets + hashes of the VU1 microprograms (the translation is generated from your ELF at setup)
games/bt3/gen_overlay.py, apply_patches.pygenerators for the game-specific pieces
ps2xRecomp/the static recompiler (with EE FPU/VU semantics fixes)
ps2xRuntime/runtime: memory, GS/GPU renderer, VU1, scheduler, game overrides
ps2xRuntime/include/ps2x_mod_api.h, mods/the modding API and the folder loadable mods are read from
PS2Recomp-README.mdthe upstream PS2Recomp documentation

Native Vulkan renderer (the engine seam)

The native renderer draws the game from the engine's own data at the point where it hands geometry to VU1 -- host meshes and GPU vertex programs instead of VU1, native post-processing passes instead of the GS post chain, the GIF stream interpreted only for the 2D layer -- on its own Vulkan device through Granite's Vulkan layer. Select it with renderer = "native" in settings.toml (the launcher's Video tab and the in-game overlay list it as "Native Vulkan (engine seam)"). It needs only Granite:

cmake -S . -B build -G Ninja -DCMAKE_BUILD_TYPE=Release            # Granite from the paraLLEl-GS checkout
cmake -S . -B build -G Ninja -DCMAKE_BUILD_TYPE=Release -DPS2X_DISABLE_PGS=ON   # no paraLLEl-GS at all

PS2X_GRANITE_DIR points at a Granite checkout when the paraLLEl-GS submodule is not present (default ps2xRuntime/third_party/Granite); -DPS2X_DISABLE_SEAMVK=ON leaves the renderer out. Environment: PS2X_SEAMVK=1 forces it on a parallel-gs settings file (the dev scripts), PS2X_SEAMVK_SCALE=<1..8> overrides the render scale, PS2X_SEAMVK_REF=1 keeps paraLLEl-GS running beside it for side-by-side dumps.

Experimental: paraLLEl-GS backend

This branch carries a second graphics backend: the PS2 GS emulated in Vulkan compute by paraLLEl-GS (Arntzen Software, LGPL-3.0-or-later), fed with the same GIF packet stream our OpenGL renderer consumes. It is VRAM-exact, so the whole family of render-target aliasing workarounds in the GL renderer is unnecessary on this path.

Status (2026-09-10): logos, movies, menus and fights (1P and splitscreen) render correctly in exclusive mode (our own GS parse off). Measured on a 9800X3D + RTX 5080 at 1x, per game frame at 30 fps: 1P fight 2.8 ms CPU + 2.9 ms GPU (GL path: 5.5 ms + 7.5 ms); splitscreen 5.0 ms CPU + 4.4 ms GPU; splitscreen at 16x supersampling 5.9 ms CPU + 8.9 ms GPU. Presentation still crosses Vulkan -> CPU -> OpenGL through a fenced readback ring (0.06 ms, one frame of latency); texture packs and the Windows build are not wired up on this path yet.

Build (Linux; the checkout is a git submodule with its own Granite submodule):

git submodule update --init --recursive
cmake -S . -B build_pgs -G Ninja -DCMAKE_BUILD_TYPE=Release
ninja -C build_pgs ps2EntryRunner

CMake picks the backend up automatically when ps2xRuntime/third_party/parallel-gs/CMakeLists.txt exists (-DPS2X_DISABLE_PGS=ON to leave it out). The backend is the DEFAULT renderer when built in: the overlay's Renderer dropdown ([video] renderer= 0 OpenGL, 1 software, 2 paraLLEl-GS, takes effect on restart) selects it, and the runtime falls back to OpenGL by itself if Vulkan is unavailable. Environment overrides still work (PS2X_PGS=0/1, PS2X_PGS_EXCLUSIVE=1). Knobs: PS2X_PGS_SSAA=1|2|4|8|16 (4 = render-scale-2 geometry, 16 = render-scale-4), PS2X_PGS_HIRES=0|1|2 (scanout 1x/2x/4x; unset = fit the window; 2x needs SSAA 4, 4x needs 16), PS2X_PGS_PRESENTMIP=0 (no mipmapped downscale at the present), PS2X_PGS_COALESCE=1, PS2X_PGS_TIMESTAMPS=1 (per-stage GPU times in the [pgs] log line), PS2X_PGS_DUMP=<dir> (presented frames as PNG), PS2X_PGS_LIVEFLIP=1, PS2X_PGS_SYNCREADBACK=1 / PS2X_PGS_NOREADBACK=1 (A/B switches). Keyboard input: set the controller device to Keyboard in the overlay if a gamepad-like device is present (Auto prefers it).

Licence note: paraLLEl-GS is LGPL-3.0-or-later and this repository is GPL-3.0; the combination is distributed under GPL-3.0. Its licence text is ps2xRuntime/third_party/parallel-gs/COPYING.LGPLv3.


Credits & license

Developers

DevRoleAreas
z3xoxOwner / Lead developerrecompiler (ps2xRecomp), runtime (EE/GS/VU1/scheduler), OpenGL + paraLLEl-GS renderer, game overrides, generators, docs
RexxColderCollaboratoroptimization (perf/async, batching), front-end + install wizard + ISO9660, input & gamepads, build/release (floor gate, packaging), deploy layout, game data (AFS/AFL), docs
valenvivaldiCollaboratormacOS arm64 port, packaging, audio

Third-party

AuthorContributionLicense
ran-jPS2Recomp — static recompiler (upstream)GPL-3.0
ViveTheModderNTSC-U AFS file lists (PZS3US1.AFL/PZS3US2.AFL)Apache-2.0
Arntzen SoftwareparaLLEl-GS — GS in Vulkan computeLGPL-3.0-or-later

License

This repository is GPL-3.0 (see LICENSE). Dragon Ball Z: Budokai Tenkaichi 3 © Spike / Bandai Namco. This project is not affiliated with or endorsed by them; it exists for preservation and interoperability, and distributes no game content — the game is recompiled at build time from the user's own disc image.

Full list: docs/CONTRIBUTORS.md · bundled components & licenses: THIRD-PARTY-NOTICES.md.

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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Lucha / Combate
Estado
alpha
Plataforma de origen
PlayStation 2
Tecnología
Recompilación Estática (C/C++ nativo)
Versión
—
Actualización
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Plataformas de destino 3

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