Saltar al contenido
PORTSNATIVE.
InicioCatálogo
Juegos WebEmuladoresHerramientasNovedades
PORTSNATIVE.

Un catálogo para descubrir ports y proyectos relacionados. Enlazamos a las fuentes oficiales y no alojamos archivos de los juegos originales.

ExplorarCatálogoMi lista
InformaciónNosotrosProponer un portSoporteApoyo y donacionesAviso legal
© 2026 PortsNative
Volver al catálogo
DBZ Burst Limit Android
PORTSNATIVE

DBZ Burst Limit Android

PORT NATIVOLUCHA / COMBATEANDROIDALPHA

DBZ Burst Limit Android

Dragon Ball Z: Burst Limit

OrigenXbox 360

TecnologíaPort Nativo C/C++ (Reimplementación de Motor)

Disponible paraAndroid

Ver proyecto oficial

Sobre el proyecto

Dragon Ball Z: Burst Limit es un videojuego de lucha para PlayStation 3 y Xbox 360 basado en el anime Dragon Ball Z. El videojuego fue desarrollado por Dimps y publicado en Norteamérica y Australia por Atari, y en Japón y Europa por Namco Bandai bajo la etiqueta Bandai. Fue lanzado en Japón el 5 de junio de 2008, en Europa el 6 de junio de 2008, en América del Norte el 10 de junio de 2008 y en Australia el 3 de julio de 2008.

3 versiones de Dragon Ball Z: Burst Limit

Estás viendo: DBZ Burst Limit Android

DBZ Burst Limit Androidgithub.com/nahalewski/DBZBL-Android-LAN
Android
Actual
Dragon Ball Z: Burst Limit (Android)github.com/dfdx047/Dragon-Burst
Android
›
Dragon Ball Z: Burst Limit Recompiledgithub.com/iExplosiveRage/DBZ-Burst-Limit-Recompiled
Windows
›

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗
<p align="center"> <img src="res/app-icon-dbz-burst-limit.png" alt="DBZ Burst Limit" width="180"> </p>

DBZ Burst Limit — Android, Apple Silicon and LAN

Native ARM64 ports of Dragon Ball Z: Burst Limit for Xbox 360, with Android touch controls, gamepad support, first-launch game installation and local network battles between Android and Mac.

This is a development port based on DBZ-Burst-Limit-Recompiled and ReXGlue. The Xbox 360 PowerPC code is translated to C++ ahead of time and compiled into the app. Rendering uses Vulkan on Android and MoltenVK on Apple Silicon.

Bring your own USA/NTSC-U Xbox 360 game. This repository contains source, build scripts and launcher artwork. It does not include the ISO, the original game executable, CPK archives, videos, audio, extracted game files, saves or generated game code. European/PAL, Australian and Japanese executables are unsupported.

Start here

PlatformInstall and playBuild from source
AndroidInstall the 1.0 beta APK, open Burst Limit, then select your USA .iso or extracted-game .zip when prompted.Android requirements and build instructions
Apple Silicon MacDownload the 1.0 beta Mac ZIP, open Burst Limit.app, then select your USA .iso or extracted-game .zip when prompted.Mac requirements and build instructions
Android ↔ Mac LANUse compatible builds on the same local network. Host creates a public Player Match; guest searches Custom Match.LAN setup, controls and troubleshooting

Download the Android 1.0 beta ARM64 APK from the release page. The release does not include game files. The same release includes the Apple Silicon Mac 1.0 beta ZIP. Extract it and move the complete app to Applications. Each person building the game needs the supported executable locally; people running a built app use its first-launch file picker.

Requirements to play

AndroidMac
CPU64-bit ARM device running a 64-bit Android system (arm64-v8a)Apple Silicon M1 or newer (arm64)
OSAndroid 11 / API 30 or newer; target/compile SDK is 36Current local build targets macOS 26.5 or newer; testing was on macOS 27.2. Earlier deployment targets have not been validated.
GraphicsVulkan 1.1 or newer, plus the runtime's required device features, including fragment shader stores/atomics. An OS version or GPU brand alone does not establish compatibility.Metal through the app's bundled Vulkan loader and MoltenVK; retain the complete .app bundle.
GameYour USA Xbox 360 ISO, or ZIP containing extracted USA game filesSame
StorageAbout 3.4 GB extra space for extracted files, plus the app, saves and your source ISO/ZIPSame; source builds need substantially more space
InputTouch overlay, or Android-recognized USB/Bluetooth gamepadKeyboard, or SDL-compatible gamepad
MultiplayerSame local IPv4 network, UDP traffic allowed, compatible build and gameplay settings on both devicesSame

For comfortable testing, use a recent device with at least 8 GB RAM. This is a recommendation, not a measured minimum. More demanding scenes, shader compilation and thermal throttling can affect performance. Development builds are not a guarantee of full-game compatibility or a fixed frame rate.

Mali support includes compressed-texture decode fallbacks and a compute path for vertex memory exports. Adreno and other Vulkan devices still require testing; the port does not require a vendor-specific replacement driver. See device results and remaining limits.

First launch and game files

  1. Finish copying your own USA Xbox 360 ISO or extracted-game ZIP to the device. On Android, Downloads is a convenient location.
  2. Open Burst Limit. When no valid installation exists, the app opens the system file picker before starting the game renderer.
  3. Select a .iso, or a .zip containing the extracted game files. A ZIP containing an ISO must be unpacked first. .7z, .rar and incomplete downloads are not accepted directly.
  4. Wait for validation and copying. Progress and cancellation are available. The original archive is kept. Setup publishes the new game directory only after successful verification.
  5. Later launches reuse the verified installation and skip the picker. Existing valid installations also skip setup.

The expected executable is:

PropertyValue
Filenamedefault.xex
RegionUSA / NTSC-U
Size7,983,104 bytes
SHA-1aec598f88cf51181fc377b148e0b1ad30db4485c

Check an extracted executable on Mac with shasum -a 1 game_data_root/default.xex. Do not bypass validation for a different region: the translated code and fixed hooks depend on this executable.

An extracted-game ZIP may contain these paths at its root or beneath one enclosing folder:

game_data_root/
├── default.xex
└── LONG2DATA/
    ├── LONG2DATA_US.CPK
    ├── STREAM_US.CPK
    ├── STREAM_JP.CPK
    ├── SFD/
    └── SOUND/

Keep all files extracted from the game, including videos and sound. The installer validates the executable and required archives; those checks are not a substitute for keeping the complete game content.

DataLocation
Android game installationApp external storage: Android/data/org.burstlimit.android/files/game_data_root (internal app storage is the fallback)
Android settings and savesApp storage, including files/user_data; control/LAN preferences use private Android preferences
Finder-launched Mac installation and settings~/Library/Application Support/Burst Limit/
Finder-launched Mac saves, caches and logs~/.local/share/burstlimit/ by default; configurable user data/XDG root
Mac source launcher savesout/mac-user-data/; macos/run.sh selects this separate profile

Do not uninstall the Android app or clear its data unless you intend to remove its stored data. Updating with the same package and signing key preserves app data. Rebuilding a debug APK on another computer can use a different signing key, causing an update to be rejected.

Controls

Android's Controls tab at the top of the screen provides:

  • On-screen controls: both sticks, D-pad, A/B/X/Y, shoulder buttons, triggers, stick clicks, Back and Start. The visibility preference is saved.
  • Gamepad takeover: touch input hides automatically when a recognized USB or Bluetooth gamepad is connected; it returns after the last controller disconnects if enabled.
  • LAN play: automatic discovery by default, an Offline option and an optional manual host address. Fully close and reopen the game after changing the LAN mode.
  • Gamertag: set a 1–15 character printable name without restarting. A player already in a room may need to leave and rejoin to refresh a cached name.

Mac keyboard controls include Enter = Start, Space = A, Backspace = B, WASD = movement, L = X, and P = Y. Use F1, or Back + Start on a controller, for the runtime settings. Source-launch keyboard mode is enabled with --mnk_mode=true. See the Mac guide for the complete mapping and gamertag configuration.

Local network fighting

Connect both devices to the same local network. LAN is enabled by default. No Xbox account, subscription or internet lobby service is needed for this direct LAN path.

  1. Host: Versus → Online Battle → Player Match → Create Match. Turn Private Session off.
  2. Guest: Versus → Online Battle → Player Match → Custom Match. Use broad search criteria, such as Random, and select the host's gamertag.
  3. Both players choose Ready, then select fighters and the stage.

Automatic discovery lists actual compatible public rooms by gamertag, so entering an IP address is normally unnecessary. Builds must advertise the same compatibility version. The two 1.0 beta release assets match; for source builds, use the corresponding beta tags and matching runtime/gameplay settings. Use matching gameplay settings/mods. Public internet matchmaking is not implemented for these ports. Full LAN instructions cover firewall settings, manual addressing and connection failures.

Get the source

git clone --recursive https://github.com/nahalewski/DBZBL-Android-LAN.git
cd DBZBL-Android-LAN
python3 scripts/apply_android_sdk_patch.py

If you cloned without --recursive, run git submodule update --init --recursive first. The SDK stays pinned to 66de2e369bc98c85e9e79c7128b19f49a1f6a967. The patch includes the shared Android/Mac runtime, renderer and LAN changes. Apply it before any host or device build. It checks the revision and refuses conflicting local edits. macos/build.sh also applies the included MoltenVK lifetime patch.

Build instructions: Android · Mac. Generated game code is produced locally from your executable and stays ignored by Git.

Development status

Bounded offline and cross-platform LAN fights were verified on an M1 Pro Mac and the first-generation Pixel Fold. Pixel 9 Pro Fold startup, compressed textures and app-switch surface recovery were checked. Samsung Galaxy Tab S11 Ultra first-launch import and intro rendering were checked; complete gameplay on the current Samsung build remains unverified. Razer Edge 5G was skipped. Extended stability, full campaign, audio, all GPU families and 16 KB Android device execution still need coverage. See compatibility.

Credits and third-party code

The original recompilation and gameplay integration are by iExplosiveRage, using the ReXGlue SDK. This repository adds the Android and Apple Silicon ports, platform setup, touch controls and direct LAN improvements. Existing upstream history and notices are retained. Third-party dependencies retain their own licenses and notices in their source trees. Dragon Ball Z: Burst Limit and its game assets belong to their respective rights holders; no ownership of the original game is claimed.

Ver proyecto oficial
CALIFICACIÓN
—
Cargando votos…
Publicidad

FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Lucha / Combate
Estado
alpha
Plataforma de origen
Xbox 360
Tecnología
Port Nativo C/C++ (Reimplementación de Motor)
Versión
—
Actualización
—

Plataformas de destino 1

Android
Ver en GitHub
Publicidad