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z3xox / Tenkaichi3Decomp

git clone https://github.com/z3xox/Tenkaichi3Decomp.git v0.1.37.1 · 3d ago

PC port of Dragon Ball Z: Budokai Tenkaichi 3, built on the BT3-Decompiled project.

+19
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Star history (as recorded here)

2026-10-20 · 506 ★ 2026-10-23 · 552 ★
LanguageC
LicenseAGPL-3.0
Created2026-10-06 (17d ago)
Last pushtoday
Watchers18
OwnerUser

Links

README excerpt
# Tenkaichi3Decomp
A native PC port of **Dragon Ball Z: Budokai Tenkaichi 3** (PlayStation 2, USA release, SLUS-21678), built on
the matching decompilation in **BT3-Decompiled**. It is the game's own code compiled for PC, with a new
renderer, sound and input layer underneath; it is not an emulator.
This repository contains **no game data**. You need your own disc image of that release: the setup reads the
game's data from it, and it stays on your computer.
> **Official source.** This project lives only at
> github.com/z3xox/Tenkaichi3Decomp, and it never ships the game:
> you need your own disc. We do not make, run or endorse any website that lets you play Budokai Tenkaichi 3 in a
> browser, with or without ads; such sites are not affiliated with this project. A site that runs the game
> without your own disc is handing out the game's copyrighted code and data. Our releases are free and have no
> ads, accounts or payments.
## What works
- The whole game loop: boot, opening movie, menus, saving, fights, split screen.
- A GPU renderer (Vulkan) with the PS2's effects (outline, glow, depth tint, distance blur), each switchable.
 An OpenGL 3.3 renderer draws the same picture for machines without a working Vulkan (F1, Video, Renderer; it
 is also tried by itself when Vulkan cannot start). It is slower than Vulkan.
- Internal resolution from 1x to 8x; 4:3, 16:9, 21:9 and wider without stretching the fight.
- Smooth motion (experimental, off by default; F1, Video, or F9): the game computes a fight 30 times a second, as
 on the console; with this the renderer draws pictures in between, for 60, 120 or 240 a second. The fight itself,
 replays and online play are unchanged, and the two players of an online match need not agree on it. The newest
 picture reaches the screen 17 to 29 ms later than without. Known limits: pictures are left out at camera cuts
 and where the camera would pass through scenery; 240 is uneven; little tested with OpenGL. Works in both halves
 of a split screen.
- Music, voices and sound effects; keyboard and controllers, fully rebindable; two players.
- Clashes: Square counts as a direction (off by default; F1, Controls): in a clash of two beams or two rushes the
 game counts newly pressed directions, which is why the stick is turned; with this each press of Square counts as
 one, as a tap of the d-pad does. It changes only your own pad, so it can be used online. A press can be made to
 count for 1, 1.5, 1.75 or 2 (1.75 unless set: the d-pad has four buttons to tap in turn, Square is one).
- Texture packs made for PCSX2 (`.dds` or `.png`): copied into the `textures` folder next to the game, they are used as they are.
- Stages and music from outside the disc: a stage model (`.unk`) dropped into the `stages` folder next to the
 game, or a song (`.mp3`, converted in the background when the game starts, or `.adx`) into `songs`, is added to the stage select, its name written in the game's own
 lettering (cut from the disc's name pictures wh