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!
 
Update on Asset Source:

I noticed the small blue/white energy spheres during Goku’s Spirit Bomb charge. If those are standalone sprite assets or part of a reusable particle routine, could one potentially be repurposed and scaled for Vegeta’s Big Bang Attack?
 
From visual inspection, the Spirit Bomb gathering particles appear to be clean, scaleable quad sprites that overlap without visible mesh dithering. If these are spawned through a reusable particle routine rather than being hard-coded inside Goku’s move script, could one instance potentially be repurposed for Vegeta and scaled via VDP1 over animation frames?
 
I’ve always felt the same way about this game, as Vegeta isn’t the only one with different attacks. There were several characters; even Krillin had another special like the Kakusandan. It would be great to include them all in the Saturn version.

(Ideally, all characters should have at least two attacks. A single finishing move isn't just enough).

And given the current state of the Homebrew scene, I’ve always thought a version 2.0 of the game could be made. Including a couple more chapters in the story, starting from Raditz right up to Beerus. And adding a few more extra characters: Yamcha, Ten...

Also including a new combat mechanic: the grab. Because you’ll agree with me that when you’re playing against a friend who knows how to play, constantly blocking can make the battle drag on longer than necessary. It would be a way to ‘break’ that moment.

Perhaps some recolouring of the auras... or scenario selection for VS mode. I think that would be ideal, like a dream, without going overboard on changing things of course.

__
Oh, and I almost forgot! It’s really important to restore the Japanese voiceovers for the intros to each episode, because they’re missing from the PAL version.
 
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Love this take. You’re right — Vegeta isn’t the only one missing move variety, and expanding multiple characters would make the Saturn version even stronger.

A full 2.0 dream version would be amazing someday. For now, even restoring a few missing/alternate attacks from the PS1 version (Big Bang Attack, Krillin specials, etc.) could be an awesome first milestone if move tables are editable.

The grab mechanic idea is smart too — matches can definitely stall when both players know how to defend.
 
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