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?
 
Back
Top