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Tekken 3
PORTSNATIVE

Tekken 3

PORT NATIVOLUCHA / COMBATEWINDOWSLINUXBETA

Tekken 3

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

Disponible paraWindows, Linux

Ver proyecto oficial

Sobre el proyecto

Tekken 3 (鉄拳3) es la tercera entrega de Tekken, la popular serie de juegos de lucha. Fue el primer juego lanzado en el hardware del System 12 de Namco en 1997, aparte de ser la última entrega de Tekken para PlayStation. Fue lanzado para PlayStation en 1998 y en 2005 para PlayStation 2 como parte del Modo Historia del Arcade de Tekken 5.

4 versiones de Tekken 3

Estás viendo: Tekken 3

Tekken 3github.com/Mabec-games/Tekken-3-for-Linux
Windows
Linux
Actual
Tekken 3 Expandedgithub.com/omarma/tekken3-expanded
Android
›
Tekken 3 Hybrid Recompilationgithub.com/FishB0nes98/Tekken3Recompiled
Windows
›
Tekken 3 Recompiledgithub.com/fabioap-cpu/Tekken3Recomp
Windows
›

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗
<h3 align="center">Mabec Games presents</h3> <p align="center"> <img src="img/t3Logo.png" alt="Tekken 3 for Linux" width="620" /> </p> <h1 align="center">Tekken 3 for Linux</h1> <p align="center"> <strong>Native x86_64 Static Recompilation & Enhancement Suite for Tekken 3 (USA, SLUS-00402)</strong><br/> True 16:9 Widescreen at Locked 60 FPS &bull; Built-In Mod Manager &bull; Privacy-Preserving P2P Rollback Netplay &bull; Portable Linux AppImage </p>

Overview

Tekken 3 for Linux brings Namco's 1998 PlayStation classic to Linux as a native x86_64 executable and standalone AppImage & Flatpak for older SDL2 systems, built on PSXRecomp and recomp-ui. Rather than running inside a traditional interpreter emulator, the original SLUS_004.02 MIPS R3000A binary is statically translated into native C/x86_64 code and paired with a hardware-accelerated OpenGL renderer, an integrated graphical launcher, a declarative Mod Manager, and Peer-to-Peer Rollback Netplay.

FeatureDetails
Required DiscTekken 3 (USA — SLUS-00402, user-supplied .cue/.bin, .iso, or .chd)
PlatformLinux x86_64 (Standalone Portable AppImage & Source Build)
Frame RateLocked 60.0 FPS gameplay with HLE deterministic scheduling
View Modes16:9 (True Widescreen) & 4:3 (Native) (two-way synced in Settings & Mod Manager)
RenderingOpenGL 3.3+ with 1x–4x Supersampling (SSAA), MSAA, and Perspective-Correct Texturing
Netplay2-Player Direct P2P Rollback Netplay via 5-Word Tekken Room Codes (IP-hidden)

Legal Notice: You must own an original copy of Tekken 3 (USA, SLUS-00402). No copyrighted PlayStation disc images, audio tracks, or retail Sony BIOS dumps are distributed in this repository or inside the AppImage. An MIT-licensed OpenBIOS image is bundled for out-of-the-box booting.


Screenshots

Native 16:9 True Widescreen — Character Select & Full Roster

<p align="center"> <img src="img/char.png" alt="Tekken 3 for Linux — True 16:9 Widescreen Character Select" width="100%" /> </p>

Native 16:9 True Widescreen — 60 FPS Supersampled Gameplay

<p align="center"> <img src="img/Screenshot_20261021_072534.png" alt="Tekken 3 for Linux — True 16:9 Widescreen Gameplay" width="100%" /> </p>

Enhancements & Features

1. True 16:9 Widescreen at Locked 60 FPS

Unlike generic aspect-ratio hacks that stretch the 4:3 framebuffer horizontally, Tekken 3 for Linux includes a dedicated True 16:9 Widescreen static plugin (tekken3.enhancement.true-widescreen):

  • Expanded 3D Stage Visibility Cone: Widens the guest visibility frustum and signed viewport clipping bounds so the original 6×6 stage geometry sections naturally fill the 16:9 frame without stretching fighters or duplicating stage tiles.
  • Native 16:9 Menus & Selectors: The main menu, Arcade/Versus character select, Team Battle, and Tekken Force loading screens are reconstructed for 16:9 while keeping character portraits, fonts, and HUD elements in their exact original proportions.
  • Wider Fight Framing: Allows regular 1v1 fights to utilize the wider horizontal arena before the camera pulls back, while preserving original close-range framing, movement speed, hitboxes, and stage boundaries.
  • Instant View Mode Toggle: Switch between 16:9 (Widescreen) and 4:3 (Native) directly under Settings → Display → View mode or inside MOD MANAGER — both controls stay automatically synchronized.

2. High-Resolution OpenGL Pipeline & Display Presets

  • Internal Supersampling (SSAA): Render internally at 1x, 2x, 3x, or 4x native resolution with hardware MSAA (Off, 2x, 4x, 8x).
  • Perspective-Correct Texturing: Eliminates PS1 affine texture warping and polygon swimming across 3D stages and fighter models.
  • Display & Shader Models: Choose between Raw, CRT, Composite, and Trinitron presentation filters, plus Nearest or Bilinear texture filtering.
  • Desktop & Steam Deck Resolution Presets:
    • 720p HD: 960 × 720 (4:3) / 1280 × 720 (16:9)
    • Steam Deck (800p): 1066 × 800 (4:3) / 1280 × 720 (16:9)
    • 900p / 960p / 1200p: 1280 × 960, 1600 × 900, 1600 × 1200
    • 1080p FHD & 1440p QHD: 1920 × 1080 (16:9), 1920 × 1440 (4:3), 2560 × 1440 (16:9)
    • Full support for Windowed, Borderless Fullscreen, and Exclusive Fullscreen.

3. Built-In Mod Manager (13 Pre-Installed Packages)

The launcher's MOD MANAGER comes pre-loaded with 13 guarded enhancement and HD texture packages that never modify your original disc files on disk:

  • Gameplay & System Enhancements:
    • True 16:9 Widescreen (tekken3.enhancement.true-widescreen)
    • All Characters Unlocked (tekken3.gameplay.all-characters — unlocks the full roster immediately)
    • Fast Loading (psx.enhancement.fast-loading — accelerates transitions and stage loads)
    • CD-ROM Speed (psx.enhancement.cd-speed)
  • HD Stage & UI Packs:
    • Forest Stage HD (tekken3.visual.forest-hd — high-resolution background and ground textures)
    • Anna Portrait Artwork (tekken3.art.anna-portrait)
  • Custom Fighter Skins (with In-Game Outfit Gallery):
    • Nina Williams — White Satin (tekken3.skin.nina-white-satin)
    • Ling Xiaoyu — Cherry Blossom Ribbon (tekken3.skin.xiaoyu-cherry-blossom)
    • Anna Williams — Jessica Rabbit (tekken3.skin.anna-jessica-rabbit)
    • Kuma / Panda — Polar Bear (tekken3.skin.kuma-polar-bear)
    • Eddy Gordo — Monochrome (tekken3.skin.eddy-monochrome)
    • Julia Chang — Blue Outfit (tekken3.skin.julia-blue)
    • Heihachi Mishima — Tiger Coat (tekken3.skin.heihachi-tiger-coat)

4. Independent Music & SFX Volume Controls

Inside the game's Options → Sounds menu, adjust Music Volume and SFX Volume independently (0–100 in increments of 5) with live preview and persistent save support (tekken3-sound.ini).


How Online P2P Netplay Works

Tekken 3 for Linux features built-in 2-Player Peer-to-Peer Rollback Netplay accessible from the ONLINE tab in the launcher.

1. Privacy-Preserving 5-Word Tekken Room Codes

Instead of exposing raw IP addresses on stream or in chat, endpoints are encoded using an 8-bit session salt into a 5-word Tekken Room Code drawn from a 256-word Tekken dictionary:

SALT - WORD1 - WORD2 - WORD3 - WORD4
Example: JIN-GODFIST-TEMPLE-IRONFIST-DORYA
  • Zero IP Exposure: Raw IP addresses are never shown on the Host's screen or on the Joining player's verification banner (✓ Room Code Verified — Ready to connect).
  • One-Click [COPY CODE] & [NEW CODE]: The Host can copy either their Online / Internet Room Code (for WAN play) or Local Network (LAN) Room Code (for same-Wi-Fi/LAN play), and click [NEW CODE] at any time to randomize the session salt and generate a brand-new 5-word code.

2. Hosting a Match (Player 1)

  1. Open the ONLINE tab and select HOST MATCH (PLAYER 1).
  2. Click [COPY CODE] on the Online / Internet Room Code card (if playing over the Internet with UDP port 7777 forwarded) or the Local Network (LAN) Room Code card (if playing on the same LAN/VPN).
  3. Send the 5-word Room Code to Player 2 and click START HOST (WAIT FOR PLAYER 2).

3. Joining a Match (Player 2)

  1. Open the ONLINE tab and select JOIN MATCH (PLAYER 2).
  2. Paste the Host's 5-word Tekken Room Code into the Room Code box (or click [PASTE]).
  3. Once ✓ Room Code Verified — Ready to connect appears, click CONNECT TO HOST & LAUNCH.

4. Automatic Player 1 & Player 2 Controller Routing

  • Host (local_slot = 0): Your configured Player 1 device (Gamepad or Keyboard) controls Player 1 (left side).
  • Joining Player (local_slot = 1): Your configured Player 1 device (Gamepad or Keyboard) is automatically routed to Player 2 (right side) by the netplay input bridge—no manual P2 controller reassignment is needed.
  • Deterministic Sync: Netplay sessions automatically run with a clean deterministic state and dual-raster CPU-authoritative VRAM snapshots so rollback/resimulation stays 100% bit-exact between both machines.

Quick Start (Linux AppImage)

  1. Download Tekken_3_for_Linux-x86_64.AppImage, mark it executable, and run it:
    chmod +x Tekken_3_for_Linux-x86_64.AppImage
    ./Tekken_3_for_Linux-x86_64.AppImage
    
  2. In the launcher, open DISC LIBRARY → + Attach image and select your legal Tekken 3 (USA, SLUS-00402) .cue, .bin, or .chd disc image.
  3. Configure your gamepad or keyboard under CONTROLLER / KEYBOARD, customize MOD MANAGER and SETTINGS, and click LAUNCH GAME.

User Data & Portable Mode

  • By default, runtime configuration (settings.toml), memory cards (saves/card1.mcd, saves/card2.mcd), input bindings (input.ini, keybinds.ini), and mod state (mods/state.toml) are stored in:
    ~/.local/share/tekken3/run/
    
  • Portable Mode: Create a directory named portable-data next to Tekken_3_for_Linux-x86_64.AppImage to store all saves, settings, and mods inside that folder instead.

Building from Source on Linux

Prerequisites

  • CMake (>= 3.20), Ninja, GCC or Clang (C11 / C++17), Python 3 (>= 3.10)
  • SDL2 / SDL3, OpenGL, and standard X11/Wayland development headers
  • A verified Tekken 3 (USA, SLUS-00402) .cue / .bin disc image in disc/

Build Commands

# 1. Build the PSXRecomp static emitters
./psxrecomp/tools/ci/build_emitters.sh

# 2. Verify your disc image and generate the C translation units
python3 psxrecomp/psxrecomp_cli.py verify-disc --disc "disc/Tekken 3 (USA).cue"
python3 psxrecomp/psxrecomp_cli.py generate \
  --config game.toml --project-root . --disc "disc/Tekken 3 (USA).cue"

# 3. Configure and compile the native runtime
cmake -S . -B build -G Ninja -DCMAKE_BUILD_TYPE=Release
ninja -C build psx-runtime

Modding & Asset Tools

See MODDING.md for the verified BNS asset-ID namespace, local extraction workflow, and .psxmod packaging format:

  • tools/bns_tool.py & tools/bns_mod.py — Inventory, extract, and package guarded BNS records and ARC members (tools/BNS_TOOL.md, tools/BNS_MOD.md).
  • tools/tim_tool.py & tools/tim_import.py — Export and re-encode PS1 TIM textures from RGBA PNGs (tools/TIM_TOOL.md, tools/TIM_IMPORT.md).
  • tools/arc_tool.py — Extract and deterministically rebuild strict ARC containers (tools/ARC_TOOL.md).
  • tools/vab_tool.py — Audit and reconstruct split VH/ARC SPU sound banks (tools/VAB_TOOL.md).
  • tools/model_map.py — Inspect 3DMK fighter and stage model records (tools/MODEL_MAP.md).
  • tools/xas_tool.py & tools/xas_mod.py — Catalog and package strided XA audio and STR video streams (tools/XAS_TOOL.md, tools/XAS_MOD.md).
Leer guía oficial
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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Lucha / Combate
Estado
beta
Plataforma de origen
—
Tecnología
Port Nativo C/C++ (Reimplementación de Motor)
Versión
—
Actualización
21 oct 2026

Plataformas de destino 2

Windows
Linux
Ver en GitHub
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