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What was done
This project uses PS2Recomp to statically translate Dragon Ball Z: Infinite World (PS2) into C++ for native PC execution. It is currently in development, with progress on boot, menus, and combat, but full playability is not yet established.
The project DBZ: Infinite World Recomp aims to create a native PC port of the PlayStation 2 title Dragon Ball Z: Infinite World. The method involves static translation of the game logic into C++ using the PS2Recomp toolset. Graphics are rendered via Vulkan using a modified version of paraLLEl-GS. The project requires a legal European PAL disc (SLES-55347) to build the game locally on the user's machine. The developer uses Ghidra for reverse engineering and function mapping. Recent development efforts have focused on debugging movie playback, input handling, and interrupt scheduling. Claude Opus 5.5 is credited as a co-author on multiple commits, assisting with debug tooling, scripted input, and test implementation. The current status is in development, with work ongoing for PAL60/PAL50 cadence, CRI ADX/Sofdec playback, and battle rendering. The project provides no guarantee of full playability, as results describe only tested scenes.
Reproduce it
- Clone the repository. 2. Extract the retail PAL disc into the game/ directory. 3. Run the provided build scripts (tools/regen.sh) to generate native game code. 4. Build the application using CMake and Ninja. 5. Execute the resulting binary with the Vulkan backend.
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