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DBZ BT4 para Android 3.4.6
Dragon Ball Z Budokai Tenkaichi 4 para Android
El juego recompilado de forma nativa para Android, con el mismo launcher de Recomp: biblioteca, juego en línea con el mismo servidor y lobby, y ajustes.
Instalar
- Descarga DBZ_BT4_Android.apk (abajo) e instálala (Android te pedirá permitir apps de esta fuente).
- Ábrela y toca Seleccionar ISO: tu ISO del mod (SLUS-21978, Beta 14 Rev2). Se lee en su sitio, no se copia.
- Jugar. Controles táctiles en pantalla, o un mando Bluetooth (Xbox, PlayStation u otro), que esconde los táctiles solo.
Requisitos: Android 12 o posterior, arm64, un driver Vulkan de 2022 en adelante (VK_KHR_synchronization2). Los teléfonos con drivers más viejos reciben un aviso en vez de una pantalla negra.
Qué trae
- Renderizador nativo en Vulkan con reescalado temporal: SGSR 2 (Snapdragon Game Super Resolution de Qualcomm) en GPUs Adreno, FSR 2 en las demás. Calidad Alta (doble de resolución) en teléfonos de 8 GB o más, Equilibrada en el resto.
- Peleas a 60 fps (en PS2 iban a 30) y resolución dinámica: si el teléfono se queda atrás o se calienta, baja un poco la resolución antes que los fps; si no aguanta 60, vuelve solo a 30.
- Optimizado para teléfonos: el hilo del juego en los núcleos más rápidos, pistas de rendimiento al sistema (ADPF), frames sin copias a la GPU, control térmico.
- En línea con el mismo servidor y lobby que PC y Mac. Probado POCO contra Mac en una pelea real: 19 680 fotogramas sin una sola desincronización.
- Audio con búferes ajustados a los teléfonos (sin cortes en menús, demo ni en línea).
Medido
POCO F8 Ultra (Snapdragon 8 Elite Gen 5): peleas a 60 fps en Alta, p95 17.6 ms por fotograma.
Notas
- Jugar en línea contra PC y Mac requiere sus próximas versiones (llevan el mismo arreglo de matemáticas deterministas, protocolo
net3). Hasta entonces el lobby las muestra como "otra versión del juego"; Android contra Android ya funciona. - Chat de voz todavía no está en Android.
- Firma: certificado SHA-256
46:3d:7c:d8:8f:97:82:e1:10:1f:36:0d:9e:78:13:fc:14:68:7e:b4:9d:f2:6e:e6:c9:06:15:80:f2:78:04:74. - APK SHA-256:
1999e05cee5282e56622480e196c708e9da90ac63432ecd2a685b0a7bc271a85.
Código: dbz-bt4-recomp (android/README.md) · recomp-online. Incluye SGSR 2 de Qualcomm (BSD-3) y FSR 2 de AMD (MIT); avisos dentro del APK.
DBZ BT4 Recomp 2.5.6
Fixed
- The window close button (X) now quits the game. Under the native Vulkan window a hidden OpenGL window kept the application alive, so clicking the X did nothing and the window could not be closed. It now quits as expected.
Experimental (off by default)
- Native DLSS Ray Reconstruction hook. The native renderer can ask NVIDIA's NGX for the neural rendering pass (feature 18) directly, without ReShade or RenoDX. Enable with PS2X_DLSSNR=1; it requires an official, NVIDIA-signed nvngx_dlssnr.dll that the driver accepts, and otherwise falls back to plain DLSS. No DLL is bundled and no signature check is bypassed.
Online play is unchanged and stays compatible with 2.5.5.
SHA-256 (DBZ_BT4_Windows_Recomp.zip): 2c6bf65c52d185c196c74fc3c13996ffd2e3d3f590bb80b0ce5698732a88ecf9
DBZ BT4 2.5.5 — lighter ki effects
What's new
Lighter ki effects. The 2.5.1 fix for the grey blocks around ki sparks cost those textures their reuse: they were decoded and sent to the GPU again every frame. On a fast PC that fit in the frame time; on slower ones the 60 fps fight dropped frames (an M2 Pro fell to 47-50 fps). They are now recognised by their content and reused, so the renderer does less per frame than before 2.5.1. In the Gekiretsu Madan test, per frame: texture decodes 55 → 15 and frame recording 3.6 → 3.0 ms. The sparks stay clean.
Online: nothing in the game state changed; plays with 2.4 / 2.5 players and the Mac app.
macOS: DBZ_BT4_Mac.zip is the Mac app 3.4.3 (unchanged).
You need your own ISO (SLUS-219.78, Beta 14 Rev2); nothing from the disc is included.
Build notes: patches/bt3recomp-bt4mod-kispark2.patch (docs/BUILDING.md).
| File | SHA-256 |
|---|---|
| DBZ_BT4_Windows_Recomp.zip | 9e0cb47844ff26782a9efaa23379e234b90f4815a96cec00732ab25a0c67bbb2 |
| DBZ_BT4_Mac.zip | 4275204b612dec9a8b7f1c93c06b3e0a92113714e5c099d34a829e810fa49ab7 |
DBZ BT4 2.5.4 — steadier 60 fps on Windows
What's new
Steadier frame pacing on Windows. The game's 60 Hz tick (the PS2's vertical blank, which drives every frame) woke up to 3 ms late on Windows (0.8 ms on average), so frames arrived unevenly even at 60 fps. It now waits with Windows' high-resolution timer and a short final spin: 0.03 ms late on average and 0.4 ms at most, and the slowest frame went from 18 to 17 ms. CPU use is unchanged. The Mac already had the equivalent fix.
Online: nothing in the game state changed (tested against 2.5.3: 0 desyncs); plays with 2.4 / 2.5 players and the Mac app.
macOS: DBZ_BT4_Mac.zip is the Mac app 3.4.3 (unchanged).
You need your own ISO (SLUS-219.78, Beta 14 Rev2); nothing from the disc is included.
Build notes: patches/bt3recomp-bt4mod-vblank.patch (docs/BUILDING.md).
| File | SHA-256 |
|---|---|
| DBZ_BT4_Windows_Recomp.zip | db8579a212f91a6857cbde00ca79bea224d5326c3f48b8d05fc10b5cf63d9d9b |
| DBZ_BT4_Mac.zip | 4275204b612dec9a8b7f1c93c06b3e0a92113714e5c099d34a829e810fa49ab7 |
DBZ BT4 2.5.3 — true ultrawide, sharper textures
What's new
True ultrawide (21:9 and wider), offline. On a screen wider than 16:9 the camera now sees more at the sides instead of the 16:9 picture being stretched: characters keep their proportions and the HUD stays at the screen's edges without stretching (3440x1440: 34% wider view). Online every player stays 16:9, because the field of view is part of the game state and players with different views would fall out of sync. 16:9 screens are unchanged. Turn it off with PS2X_ULTRAWIDE=0.
Sharper textures. The PS2's textures are small and get magnified a lot at high resolution, so they now use a sharper filter (Catmull-Rom) instead of plain bilinear on the stage and the characters. Blended textures also get anisotropic filtering.
Finer glow and depth of field: the half-resolution glow buffers are now read at the render resolution.
Online: unchanged; plays with 2.4 / 2.5 players and the Mac app.
macOS: DBZ_BT4_Mac.zip is the Mac app 3.4.3 (unchanged).
You need your own ISO (SLUS-219.78, Beta 14 Rev2); nothing from the disc is included.
Build notes: patches/bt3recomp-bt4mod-visual.patch (docs/BUILDING.md).
| File | SHA-256 |
|---|---|
| DBZ_BT4_Windows_Recomp.zip | 301367d7e02419deac2ff49429814b59436fd274471944da392e68fe3acd7250 |
| DBZ_BT4_Mac.zip | 4275204b612dec9a8b7f1c93c06b3e0a92113714e5c099d34a829e810fa49ab7 |
DBZ BT4 2.5.2 — sharper picture, cleaner effects
What's new
Sharper picture. The native renderer now picks its resolution from the screen it is shown on: about 75% of the output height under DLSS / FSR 2 (DLSS "Quality"). A 1440p screen now renders at 1920x1344 instead of 1280x896, which DLSS had been stretching like its "Ultra Performance" mode. 1080p stays at 2x and 4K goes to 4x. Recomp 3.4.5 turns this on for this pack.
Cleaner effects with DLSS / FSR 2. Ki sparks, aura flames and beams have no motion vectors, so the upscaler's history smeared them into trails. A reactive mask now tells DLSS and FSR 2 where those effects are, so they follow the current frame there.
FSR 2 faster on AMD and Intel: half-precision maths on GPUs that support it, and 64-wide waves on AMD, as AMD's own FSR 2 does. NVIDIA is unchanged.
Also: up to 16x anisotropic filtering on hardware-filtered textures.
Online: nothing in the game state changed; plays with 2.4 / 2.5 players and the Mac app.
macOS: DBZ_BT4_Mac.zip is the Mac app 3.4.3 (unchanged).
You need your own ISO (SLUS-219.78, Beta 14 Rev2); nothing from the disc is included.
Build notes: patches/bt3recomp-bt4mod-reactive.patch, fsr2fast and quality (docs/BUILDING.md).
| File | SHA-256 |
|---|---|
| DBZ_BT4_Windows_Recomp.zip | 0f18b428e4ae75a823efa21731da77d776110b9bce680e759cd2012a45079674 |
| DBZ_BT4_Mac.zip | 4275204b612dec9a8b7f1c93c06b3e0a92113714e5c099d34a829e810fa49ab7 |
DBZ BT4 2.5.1 — clean ki sparks
What's new
Ki sparks without grey blocks. The native renderer drew noisy grey rectangles around the ki sparks of some supers (Gekiretsu Madan and similar charge effects). The sparks use 128x128 textures that the game uploads at addresses that are not page-aligned, and the renderer's copy of the PS2 video memory put part of those uploads in the wrong page. The textures then decoded with stale bytes. Such uploads are now written at once, in the right place. Same speed (uncapped fight: 120 fps).
Online: nothing in the game state changed (8040 frames online between 2.5.1 and 2.5: 0 desyncs, identical state hashes), so it plays with 2.4 / 2.5 players and the Mac app.
macOS: DBZ_BT4_Mac.zip is the Mac app 3.4.3 (unchanged); the fix comes to the Mac with its next build.
You need your own ISO (SLUS-219.78, Beta 14 Rev2); nothing from the disc is included.
Build notes: patches/bt3recomp-bt4mod-kispark.patch (docs/BUILDING.md).
| File | SHA-256 |
|---|---|
| DBZ_BT4_Windows_Recomp.zip | 2d6fda83e87e56a502a20a36e9e40ed1c3944d168947544f9a8641d1650c30dc |
| DBZ_BT4_Mac.zip | 4275204b612dec9a8b7f1c93c06b3e0a92113714e5c099d34a829e810fa49ab7 |
DBZ BT4 2.5 — native only, no PCSX2 in the pack
What's new
No more PCSX2 in the Windows pack. The runtime's own Vulkan renderer (with DLSS / FSR 2) was already the only quality, so the PCSX2 GS host is gone from the pack: 95 → 82.5 MB, 181 → 27 files. Recomp 3.4.4 installs it by itself (it updates itself first).
Vulkan window on every PC. 2.4.1 made the game's window Vulkan's to fix the black fullscreen. 2.5 makes sure that works everywhere:
- On laptops with two GPUs, the game now asks the driver for the dedicated GPU (NVIDIA Optimus / AMD switchable graphics), so OpenGL and Vulkan run on the same one.
- Before creating the window, the game checks that Vulkan can show what OpenGL draws (same GPU, interop extensions). If it can't, the window stays OpenGL's and is presented as before 2.4.1, instead of staying black.
Also in the runner (the Mac session's layers, now in the Windows build too): pipewarm (pipeline prebuild, on by default only on macOS; PS2X_PIPEWARM=1 to try it on Windows) and macwait (macOS frame timing; no effect on Windows). Built with profile-guided optimisation.
Online: nothing in the game state changed, so 2.5 plays online with 2.4 / 2.4.1 and with the Mac app.
macOS: DBZ_BT4_Mac.zip is the Mac app 3.4.3 (no stalls on first use of effects, steady 60 fps). Recomp on a Mac updates itself to it.
You need your own ISO (SLUS-219.78, Beta 14 Rev2); nothing from the disc is included.
Build notes: patches/bt3recomp-bt4mod-vkcheck.patch and windows/make_dist.ps1 (docs/BUILDING.md).
| File | SHA-256 |
|---|---|
| DBZ_BT4_Windows_Recomp.zip | 87dbc9c7040897a8629c6e27a3d41cd647dc9cefcddcc2f73b95828fb1bfea3d |
| DBZ_BT4_Mac.zip | 4275204b612dec9a8b7f1c93c06b3e0a92113714e5c099d34a829e810fa49ab7 |
DBZ BT4 2.4.1 — the window is Vulkan's: no more black fullscreen
What's new
Fullscreen works with the Vulkan presentation. With Recomp 3.4.3 the native renderer's window now belongs to Vulkan alone: OpenGL draws the picture off screen and the runtime's Vulkan swapchain shows it. Before, Vulkan presented on a window OpenGL also drew into, and the NVIDIA driver showed the fullscreen OpenGL window directly instead, so the screen stayed black. Windowed and fullscreen (3440x1440 tested) show the game at ~100 fps with "Más fps en pantalla".
- Recomp 3.4.3 turns this on by itself for this pack (2.4.1) and newer. An older launcher keeps the previous OpenGL presentation, which also works.
- Same game, same online: nothing in the game state changed, so 2.4.1 plays online with 2.4 and with PCSX2 players.
- The runner is built again with profile-guided optimisation.
macOS: DBZ_BT4_Mac.zip is the Mac app (Recomp 3.4.2: native renderer with MetalFX, built with profile-guided optimisation, about 7% less game-thread time on an M2 Pro). Recomp on a Mac updates itself to it.
You need your own ISO (SLUS-219.78, Beta 14 Rev2); nothing from the disc is included.
Build notes: patches/bt3recomp-bt4mod-vkwindow.patch (docs/BUILDING.md).
| File | SHA-256 |
|---|---|
| DBZ_BT4_Windows_Recomp.zip | 2f9e52f7d570a4e84504dbc89bf3108061c38fb5d1cd93bbb7a9b393d373c1ff |
| DBZ_BT4_Mac.zip | 5408d147796c75ee43b78e2dde10c41edc77aa29b144b11741a040f2a8245fb5 |
DBZ BT4 2.4 — native renderer, real motion, more fps
What's new
Native renderer. The "Nativo + DLSS / FSR 2 (sin PCSX2)" quality draws the game with the runtime's own Vulkan renderer: no PCSX2 host, less CPU, and it plays online with PCSX2 players too.
- Real motion for DLSS / FSR 2. The motion vectors now match the picture (they were zero, every other frame had none, repeated meshes were paired wrongly and the hit screen-shake was missing). The jitter signs were measured again with real motion: DLSS and FSR 2 are steadier and sharper.
- More fps on screen (Recomp 3.4's "Más fps en pantalla", on by default): a frame generated from the game's real motion between every two, up to 120 on screen without speeding the game up. It turns itself off on displays under 90 Hz.
- Vulkan swapchain presentation of the window (with frame generation).
- Faster: the renderer records on its own thread (+10% uncapped) and the runner is built with profile-guided optimisation (+10% on the game thread).
- Picture: HUD pinned to the screen edges like the PCSX2 qualities, graded depth of field on by default, no image shake in menus with DLSS / FSR 2, and the thin light lines across the fight floor with the DoF blur fixed on AMD / Intel GPUs.
Online: native and PCSX2 players play together (long mixed tests: 0 desyncs).
macOS: the Mac app (DBZ_BT4_Mac.zip) is native only, upscaled with Apple MetalFX; it comes with Recomp 3.4.
You need your own ISO (SLUS-219.78, Beta 14 Rev2); nothing from the disc is included.



