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Xbox 360 Playable

Dragon Ball Z: Burst Limit

Game: Dragon Ball Z: Burst Limit (Xbox 360, 2008)

A native Windows port of the US Xbox 360 release, by static recompilation with the author’s own fork of the ReXGlue SDK carrying this game’s changes. On first launch it installs the game from your ISO, then opens a start screen in the game’s style with mods, settings, and updates. Since 0.7.0 (October 21) it defaults to a native renderer that sends the game’s draw calls straight to Direct3D 12 instead of emulating the Xbox 360 GPU, with resolutions from 720p to 8K. It adds 30 fps to uncapped, 21:9 and 32:9 ultrawide with the HUD at the edges, a 50–200% field of view, DLSS, DLAA, FSR 4, and FSR 3.1.5, lower offline input latency, a free camera, PlayStation and Switch button icons, and an in-game settings menu (F1). It brings back four costumes and three stages only used in Z Chronicles, lets you start a fight transformed, and, if enabled, charge ki with L3. Online play works without a VPN through the project’s lobby server, with ranked matches and leaderboards. It supports mods, new characters made with its ModKit, and texture packs. The Linux and Steam Deck build runs it through Wine or Proton. It’s still in alpha. 28 of its 30 commits list Claude as a co-author.

You needYour own US (NTSC-U) copy of Dragon Ball Z: Burst Limit for Xbox 360, as an ISO or extracted; the default.xex must be that release’s (7,983,104 bytes, SHA-1 aec598f88cf51181fc377b148e0b1ad30db4485c). The European and Japanese releases don’t work. Plus 64-bit Windows 10 or 11 with a Direct3D 12 graphics card, or Linux with Wine or Proton (the Linux package bundles vkd3d-proton and DXVK).

How it gets to PC
Static recompilation
Console
Xbox 360
Architecture
PowerPC
Author
iExplosiveRage
Original studio
Dimps
Year
2008
Stars
115
Last activity
2026-10-27 · 4 days ago
Latest version
v0.7.3-alpha · 2026-10-27
Language
C++
View repository ↗ DBZ Burst Limit ModKit ↗
powerpcwidescreen60fps+multiplayeronlinemodsai-assisted