iExplosiveRage / DBZ-Burst-Limit-Recompiled
git clone https://github.com/iExplosiveRage/DBZ-Burst-Limit-Recompiled.git
v0.6.2-alpha · 3d ago
Dragon Ball Z: Burst Limit Recompiled - native PC port via ReXGlue static recompilation
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Created2026-09-28 (24d ago)
Last push1d ago
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- GitHub: github.com/iExplosiveRage/DBZ-Burst-Limit-Recompiled
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README excerpt
# Dragon Ball Z: Burst Limit Recompiled A static recompilation of **Dragon Ball Z: Burst Limit** (Xbox 360) to native Windows x64, built on the ReXGlue recompiler/runtime. The game's PowerPC code is translated ahead of time into C++ and compiled with Clang, so it runs as a normal Windows program instead of inside an emulator. > **This repository contains no game data.** You need your own legally obtained copy of the game. > > **Only the US (NTSC-U) version of the game works.** The game code is translated ahead of time from the US > `default.xex`; other versions (European/PAL, Japanese) aren't supported. See Which version. --- ## Features - **Native x64 build** of the game code (no JIT), Direct3D 12 renderer. - **Install from your disc image**: on the first start without game files, pick your Burst Limit (USA) Xbox 360 `.iso` and the game files are copied next to `burstlimit.exe` (about 3.3 GB, once). The `.iso` is checked to be the US version first and isn't changed. `--install_iso= ` does the same without the file picker. - **Start screen** (`start_screen`) in the game's own style - the main menu's Goku, the logo, the game's font and menu sounds, read from your game files: **Play**, **Mods**, **Settings**, **Update** and who's online right now (players, how many on your version, the open rooms). "Play - don't show this screen again" skips it. - **Updates from inside the game** (`update_check_url`): when GitHub has a newer release, the start screen shows an **Update** button that downloads it, puts its files next to the exe (keeping `burstlimit.toml`, the game files, saves, mods and textures) and restarts. - **Faster rendering**: clears done in place instead of EDRAM transfers, no per-frame re-upload of untouched memory, and the unclipped draws' extents worked out on the CPU - about **2x the FPS at native 4K** (100 -> 190+ on an RTX 4080) and +40 % with DLAA; +32 % on an AMD integrated GPU at 1080p. - **Even faster GPU work** (since 0.6.2): resolves go straight into the textures that read them, unchanged pictures aren't copied again, and simple texture fetches skip the level-of-detail math - heavy effects like Goku's special explosion cost far less (at 5K on an RTX 4080: 50 -> 81 FPS in the explosion, 97 -> 246 FPS in a quiet fight; 40 -> 48 FPS on an AMD integrated GPU at 960x540). - **Picks the strongest GPU by itself** (since 0.6.2, #17): on PCs and laptops with integrated and dedicated graphics the game runs on the dedicated one (`d3d12_adapter` -1); the log lists every GPU (`DXGI adapter N:`) and which one was used (`DXGI adapter:`). Windows Settings > System > Display > Graphics still overrides it. - **Fast render path on Intel GPUs** (since 0.6.2): Intel used a much slower path (about 2.4x slower on an integrated GPU); now every GPU uses the fast one. If the picture looks broken (old Intel drivers), DISPLAY > **Render path** > Compatibility (after a restart). - **Graphics preset** (since 0.6.2, #15): DISPLAY > Graphics prese