Project Proposal: Making the "Definitive" DBZ Legends via Sprite/Move Swapping

What's up guys!

First, HUGE shoutout to @wonder-inc for the incredible English translation patch! It’s breathed new life into what I believe is the superior version of Dragon Ball Z: Legends!!!

I’m writing because there’s one major "ball-drop" in the Saturn version that has always bothered me personally & probably some of the community: The missing Big Bang Attack for Super Saiyan Vegeta.
As many know, the later PS1 port added this move, while the Saturn version uses a generic, lackluster ki blast. However, the PS1 version suffers from a 30fps cap and duller backgrounds. I’m wondering if it’s technically feasible to "restore" this move to the Saturn version to create the ultimate definitive edition?

The Technical Angle:
I’ve been comparing the assets, and the Saturn already has the perfect "engine" for this: Goku’s Spirit Bomb (Genki Dama).
  • The Spirit Bomb is a high-quality scaling sphere that runs beautifully at 60fps on the Saturn's VDP1.
  • The Idea: Could we use the scaling/transparency code from the Spirit Bomb, shrink the sprite/palette, and recolor it to Vegeta’s blue-white energy?
  • By mapping this "Mini-Spirit Bomb" asset to Vegeta’s Super Attack, we’d finally have an anime-accurate Big Bang Attack that looks and performs better than the PS1’s "chunky" flame version!!!
I know the VDP1 is a beast with quads and scaling—it seems like the Saturn was born to handle this move better than the PS1 ever did. Is anyone familiar enough with the move-set pointers or VDP1 sprite handling for this game to see if an asset swap/recolor is possible?

I'd love to help test or provide any more side-by-side logic if someone is interested in looking under the hood!
 
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