This is an addendum to 'DBZ BT3 DLC Classic to GT'.
1) What has been included in this addendum:
-The Team Battle in the Duel is able to use any repeatable character.
-Edited yellow text for extra characters' name in Ultimate Battle, Dragon World Tour, Duel, Ultimate Training, and Character Reference.
-Edited some of the characters' camera angle in the Character Reference to compensate the extra characters.
-Fixed Majin Buu's Character Introduction in the Character Reference (https://dragonball.fandom.com/wiki/Dragon_Ball_Z:_Budokai_Tenkaichi_3)
-Translate the Japanese BGM sprite text to English in Duel, Ultimate Training, and Options.
-Added different animation (FA) and effect (Kze) for most of the extra characters without affecting the original characters.
-Updates/Changes on certain character's 3D models.
Note 1: Have about 80 new characters (not including alternate costume and form) been added in the game compare to the original game.
Note 2: Despite the changes, all the original character's 3D models still remain in the game while the story mode is unaffected except with Japanese BGM.
2) Patching instructions:
-First, apply the 'DBZ BT3 DLC Classic to GT.xdelta' patch over an unmodified 'SLUS_216.78.DragonBall Z - Budokai Tenkaichi 3 (USA) (En,Ja)' ISO file using 'xdelta UI' to create a new ISO.
-Then, apply SLUS_216.78.DBZ_BT3_DLC_MOD_v103.xdelta patch over the newly created ISO file using 'xdelta UI' to create another new ISO.
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DBZ BT3 DLC MOD Classic to GT (v1.03)
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This is an addendum to 'DBZ BT3 DLC Classic to GT'.
https://www.romhacking.net/hacks/6337/
The changes are:
-The Team Battle in the Duel is able to use any repeatable character.
-Edited yellow text for extra characters' name in Ultimate Battle, Dragon World Tour, Duel, Ultimate Training, and Character Reference.
-Edited some of the characters' camera angle in the Character Reference to compensate the extra characters.
-Fixed Majin Buu's Character Introduction in the Character Reference (https://dragonball.fandom.com/wiki/Dragon_Ball_Z:_Budokai_Tenkaichi_3)
-Translate the Japanese BGM sprite text to English in Duel, Ultimate Training, and Options.
-Added different animation (FA) and effect (Kze) for most of the extra characters without affecting the original characters.
-Updates/Changes on certain character's 3D models.
A) Different patches of xdelta:
Unfortunately, unlike the older patches, only one patch is given in version 1.03 due to the 30mb limitation from RHDN.
B) Software needed:
1) Software that can extract '7z' extension file (e.g. Peazip, WinRAR, etc)
2) xdelta
C) Patching instructions:
1) First, apply the 'DBZ BT3 DLC Classic to GT.xdelta' patch over an unmodified 'SLUS_216.78.DragonBall Z - Budokai Tenkaichi 3 (USA) (En,Ja)' ISO file using 'xdelta UI' to create a new ISO.
2) Then, apply SLUS_216.78.DBZ_BT3_DLC_MOD_v103.xdelta patch over the newly created ISO file using 'xdelta UI' to create another new ISO.
D) Reversal xdelta:
There is no undo button for xdelta patch, unlike the ppf patches given if the file size is similar. Therefore, I created a reversal xdelta patch.
How to use it.
1) Use 'SLUS_216.78.DBZ_BT3_DLC_MOD_v103.xdelta' patch to create the addendum ISO.
2) Then, choose 'SLUS_216.78.DBZ_BT3_DLC_MOD_v103_Reversal.xdelta' patch over the addendum ISO to create another new ISO that is identical to the 'DBZ BT3 DLC Classic to GT'.
(Note: Keep the reverse xdelta patch as any future updates will be base on 'DBZ BT3 DLC Classic to GT'.)
E) DLC MOD.BIN configuration:
This is a feature created by KKTEAMTENKAICHI. Look for their website mentioned in the credits for further understanding. All I did was import this feature and other neccesary files into the current xdelta patch.
Currently, v3.8 can have dynamic outfit for fusions, repeatable character, extended roster and a secret function (not sure what it is as the author never mentioned it).
However, dynamic outfit for fusions seems to be imperfect as the selected character may not get the correct outfit (e.g. choosing Goku with color 3 will end up playing with color 1).
The patch only enable the repeatable character. The rest are disabled. Thus, avoiding the bug.
This feature also cause ghosting effect on certain characters when upscale it with PCSX2 emulator. For quick solution, change the Texture Offsets for X and Y to 300 for 2x Native, 350 for 3x Native, and so on.
F) DLC.AFS
Another feature created by KKTEAMTENKAICHI. Now you can create your own character starting from slot 165 to 252. This is located in a folder called EXTRA. I leave it blank for the time being. It's kind of buggy.
G) MOD.AFS:
Also one of the feature created by KKTEAMTENKAICHI which is also located in a folder called EXTRA. Now each character can have different FA (Animation), KZE (Effect), and Big Image.
However, only original Big Image is displayed during tournament.
Below is the link to their tutorial.
https://www.youtube.com/watch?v=TmtFeX42B_0
example:
AXXX-Y.unk = Animation for that specific ID and slot
EXXX-Y.unk = Effect for that specific ID and slot
RXXX-Y.unk = Big Image for that specific ID and slot
Another important tutorial by Genius Corp needs to be mentioned in order to import the Animation, Super and Ultimate moves correctly from other character.
https://www.youtube.com/watch?v=ejZpvh25Vz8
What have been added in this MOD.AFS on 26/06/2024 (Note: Big Images not included due to 30mb limitation from RHDN):
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Slot Detail
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Angila
A024-4.unk FA = Base animation from original Nail and Matheus Nerd's Angila+Zarbon and Piccolo Early entry animation+Matheus Nerd's Angila Super1+Gohan SSJ's Super2
E024-4.unk KZE = Base effect from original Nail+Appule's charging Aura+Matheus Nerd's Angila Super1+Gohan SSJ's Super2
Yamcha DB
A026-4.unk FA = Base animation from original Yamcha+General Blue's Floating Animation
E026-4.unk KZE = Base effect from original Yamcha
Spice
A058-4.unk FA = Base animation from original Zarbon+Supreme Kai's Support1, Support2 and Super2+Matheus Nerd's Spice Super1 and Ultimate
E058-4.unk KZE = Base effect from original original Supreme Kai+Matheus Nerd's Spice Support1 to Support2, Super1 and Ultimate
King Kai
A059-4.unk FA = Base animation from original Kibitokai+Falling animation from Great Ape Goku and Broly LSSJ+General Blue's Support1+Future Gohan SSJ's Support2+Vive's Goku Early Kaio-ken Super1 as Super2+Goku Early's Ultimate.
E059-4.unk KZE = Base effect from original Kibitokai++General Blue's Support1+Goku Early's Support2 and Ultimate+Vive's Goku Early Kaio-ken Super1 as Super2
Ninja Murasaki DB
A060-3.unk FA = Base animation from original Yajirobe+Tapion's throw+Pilaf Machine's Support2 to teasing
E060-3.unk KZE = Base effect from original Yajirobe with edited Cman for Super2 and Ultimate
Korin DB
A060-4.unk FA = Base animation from original Yajirobe+Babidi's exit animation+Trunks (Sword) throw+Tail animation
E060-4.unk KZE = Base effect from original Yajirobe with edited Cman for Super2
Princess Oto/ Oceanus Shenron GT
A061-4.unk FA = Base animation from Matheus Nerd's Princess Oto, change Support2 to Support1 and change Super2 to Super1+Pikkon's Entry+Tambourine's charging pose and air pose+Android 18's Support1 and change Super1 to Super2+Fasha's Support2
E061-4.unk KZE = Base effect from Matheus Nerd's Princess Oto and change Support2 to Support1+Pikkon's Support2+Trunks (Sword) Super2
Minotia
E062-4.unk KZE = Base effect from original Tapion with edited Cman for Ultimate
Bulla GT
A063-4.unk FA = Base animation from original Pan+JSN's Bulla entry & exit animation and teasing
E063-4.unk KZE = Base effect from original Pan with edited Cman Super2
South Supreme Kai
A065-4.unk FA = Base animation from original Goku End SSJ3'+Majuub's entry & exit animation, Combo1 until End of Variety (224-604), Support1, Support2, Super1 and Ultimate+JSN's South Supreme Kai throw+Kibitokai's Super2
E065-4.unk KZE = Base effect from original Majuub+Kibitokai's Super2
Goku's Doll DB
A068-4.unk FA = Base animation from original Grandpa Gohan+Tail animation
Kid Krillin DB
A069-3.unk FA = Combination of base animation from original Nam, Krillin and Broly LSSJ+Videl's Ultimate
E069-3.unk KZE = Base effect from original Nam+Videl's Ultimate
Kid Vegeta
A071-3.unk FA = Base animation from original Vegeta (second form) SSJ4's and Ultimate to Super1+Vegeta (second form) SSJ2's entry & exit animation+King Vegeta's Super2 and Ultimate+Tail animation
E071-3.unk KZE = Base effect from original King Vegeta with edited Cman for Ultimate
Bardock SSJ
E073-4.unk KZE = Base effect from original Bardock+GokuMidSSJ's charging aura
Golden Great Ape
E074-4.unk KZE = Base effect from original Great Ape Bardock+Great Ape Baby's charging aura+Slug (Giant) Support1
Rage Shenron GT
A081-4.unk FA = Base animation from original Great Ape Vegeta+Slug (Giant) charging pose+Great Ape Kid Goku's shoot Ki and charge shoot Ki+Great Ape Nappa's Entry & Exit Animation, Support1, Support2, Super1, Super2 and Ultimate
E081-4.unk KZE = Base effect from original Great Ape Nappa+Great Ape Vegeta's charging Aura+Hirudegarn's Support1 and Support2 (Not enough space for Howl)+Matheus Nerd's Rage Shenron Super2+Goku GT SSJ4's Super1 change to Ultimate
Amond
E082-4.unk KZE = Base effect from original Zarbon with edited Cman for Super2
Cacao
E083-4.unk KZE = Base effect from original Zarbon Post-Tranformation with edited Cman for Super2
Wings
A084-4.unk FA = Base animation from original Dodoria+Matheus Nerd's Wings air pose
Dore
A087-4.unk FA = Base animation from Vive's Dore
E087-4.unk KZE = Base effect from Vive's Dore
Neiz
A088-4.unk FA = Base animation from Vive's Neiz
E088-4.unk KZE = Base effect from Vive's Neiz
Medamatcha
A090-3.unk FA = Base animation from original Guldo+Saibamen's Super1 and Ultimate
E090-3.unk KZE = Base effect from original Guldo+Nail's Super1+Spopovich's Ultimate
Rasin/Lakasei
A090-4.unk FA = Base animation from original Guldo+Saibamen's Super1 and Super1 to Ultimate
E090-4.unk KZE = Base effect from original Guldo+Saibamen's Super1+Captain Ginyu's Super2+Jeice's Super1 to Ultimate
Kogu
A097-3.unk FA = Base animation from original King Cold+Broly's charge pose+Dabura's shoot charge Ki
Kogu (Full Power)
A097-4.unk FA = Base animation from original King Cold+Broly's charge pose+Dabura's shoot charge Ki
Mustard
A098-4.unk FA = Base animation from Matheus Nerd's Mustard
E098-4.unk KZE = Base effect from Matheus Nerd's Mustard+Appule's charging Aura and Support2+Jeice's Super2 to Super1
General Rilldo GT
A100-4.unk FA = Base animation from original Android #16
E100-4.unk KZE = Base effect from original Android #16
Androi