PlayStation 2Spike, 2007
PS2 Playable

Dragon Ball Z: Budokai Tenkaichi 3 (BT3-Recomp)

Game: Dragon Ball Z: Budokai Tenkaichi 3 → (PS2, 2007)

PS2

BT3-Recomp: a native port for Windows and Linux, and experimental on macOS, of the US PS2 release (SLUS-21678), by static recompilation with a modified PS2Recomp (with FPU and VU fixes): at build time, the MIPS code of the executable and its gameplay overlay is translated into about 7,800 C++ files from your image. It draws with OpenGL, with paraLLEl-GS (the GS emulated on Vulkan, experimental, which becomes the default renderer when built in), or with a native Vulkan renderer. It ships its own front end (ImGui on SDL2) with an install wizard, settings, and gamepads, widescreen, render scale, PCSX2-compatible texture packs (the front end opens the pack’s download page and installs it from the archive you download), a texture cache, and a mod API, used to make Tag Team, a mod for up to six fighters that’s distributed separately. It boots through the logos and title, the menus work, and fights render close to the engine’s 30 fps cap; stray triangles in some arenas, shadow differences, stage texture glitches, and an arm pose that sometimes flips during ki charge remain, and the movies are skipped. The README points to published releases, but the repository has none: you have to build it with your image. The repository includes the already recompiled code of 19 IOP modules from the disc (data/IRX), about 16 MB of C++. The same author has a separate port built on the game’s decompilation, Tenkaichi3Decomp.

You needYour own dump of the Dragon Ball Z: Budokai Tenkaichi 3 disc, US release (SLUS-21678), as an ISO; other regions won’t work. To play, 64-bit Windows 10 or Linux (macOS, experimental), an x86-64 CPU with SSE4.1, 8 GB of RAM, an OpenGL 3.3 GPU, and about 6 GB free. To build it, about 16 GB of RAM and 10 GB free; on Windows, the Visual Studio 2022 Build Tools with Clang, CMake, Ninja, Python 3, and Git, and on Linux, CMake, GCC or Clang with C++20, Python 3, and the FFmpeg development libraries.

How it gets to PC
Static recompilation
Console
PlayStation 2
Architecture
Emotion Engine
Author
z3xox
Original studio
Spike
Year
2007
Stars
129
Last activity
2026-10-01 · 1 month ago
License
GPL-3.0
Language
C++
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emotion-enginedragon-ballfightingwidescreenmods
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