the cutting room mirror

Dragon Ball Z: Budokai Tenkaichi 3 (PlayStation 2, Wii)

This article has a talk page!
view on tcrf.net

Unused Skills#

To do:
Provide GIFs for the other Unused Skills.

Skills are handled by a global ID in the game, meaning all characters can be forced to do a certain type of Skill, whether it'd be a Rushing Technique, a Signature Technique, a Special Attack or just about any combo.

To activate a certain Skill, either edit the following memory address (0x0187100C, only works for the North American PlayStation 2 version of the game) or use the cheat code below.

Press L3 To Activate Skill
D033381C 0000FFFD
2187100C ????????

Please note that the code is somewhat unstable, as it doesn't set a cooldown for the L3 button. Because of this, the Skill can be activated several times in a row, even during cutscenes (skippable or not), a feature which wasn't intended by the game developers.

Instantaneous Blast 2's#

Skill ID's: 00000109 and 0000010A

Instantaneous Blast 2's are present in the game as a result of two unused Skill ID's.

The first Skill ID will force the game to play an instantaneous version of Player 1's 1st Blast 2. The second one will do the same, but for Player 1's 2nd Blast 2 instead.

Ultimate Blast Cutscene Skip#

Skill ID's: 00000108 and 00000117

The first Skill ID will force the game to play the Ultimate Blast's 2nd charging sequence first, then fire the attack like normal, hence skipping the first charging sequence.
On the other hand, the second Skill ID will force the game to skip both charging sequences, which will cause the Ultimate Blast to be fired instantly and do far less damage than normal.

Energy Storm#

Skill ID: 00000095

While not unused for some characters, all characters in the game have voiced dialogue for this attack regardless if they can use it or not.

(Source: Punk7890)

Unused Audio Files#

To do:
Add the Japanese audio of Dende mentioning the Wii controls. Also, there are still other unused audio files that here aren't shown. All characters appear to have lines for Beam Struggles, though not all characters have supers that can clash (for example, A18, Videl, Burter,) leaving these lines unused.

In the PS2 version of the game, there are some audio files from the Wii version of the game in both Japanese and English. This happened most likely because both releases were developed at the same time. Here are some examples:

Wii Remote Speakers

This file is listed as "Progres(32609).adx" using AFSExplorer.

Nunchuck Controls

This file is listed as "Progres(32612).adx" using AFSExplorer.

Wii Remote Rumble

This file is listed as "Progres(32616).adx" using AFSExplorer.

Wii Remote Sensitivity

This file is listed as "Progres(32617).adx" using AFSExplorer.

Motion Controls

This file is listed as "Progres(32623).adx" using AFSExplorer.

Unused Z-Items#

Believe it or not, there are unused Z-Items in the game, many of which are placeholders.

Essentially, these placeholder Z-Items don't have any attributes of their own, and if anything, the default names/descriptions for each placeholder Z-item are set to "0".

However, there is one Skill Z-Item that was almost finished, only for it to be left in the dust.

Its name is "Heavy Pressure", and the corresponding stats are as described below.

  • Type: Skill Type
  • Price: 4000 Z-Points
  • Cost: 1 slot
  • Rating: 2 stars
  • Can only be equipped by evil characters
  • Description:
<Plus Effect>
Takes longer for opponent to recover when
rendered unconscious.

This Z-Item cannot be bought, unlocked or even equipped. Luckily, modding begs to differ, as it has come a long way.

All it takes is one byte to make the Heavy Pressure Z-Item equippable, or any other unused Z-Item for that matter. When modified correctly, this Z-Item will already be unlocked, without the need of buying it yourself.

"But that can't possibly be all that's left to say about unused Z-Items," you might say.

And you'd be right, because it turns out that some Z-Items (whether they'd be unlockable or unequippable) have their own unused prices.

Z-Item Name

Price (from least expensive to most expensive)

1st set of Placeholder Z-Items

1000 Z-Points

2nd & 3rd set of Placeholder Z-Items

4000 Z-Points

Broly's Ring

4000 Z-Points

Perfect Guard

5000 Z-Points

Eternal Life

7000 Z-Points

#18's Kiss

8000 Z-Points

#17's Scarf

8000 Z-Points

Medical Machine

8000 Z-Points

Water Blessing

11000 Z-Points

Miracle Master

12000 Z-Points

Halo

14000 Z-Points

Demon Seal

14000 Z-Points

Style of the Strong

14000 Z-Points

Power Body

14000 Z-Points

Every Red Z-Item

20000 Z-Points

4th set of Placeholder Z-Items

20000 Z-Points

Combo Master

21000 Z-Points

Quick Charge

21000 Z-Points

Aura Charge Ultimate

21000 Z-Points

Aura Charge Ultimate 3

21000 Z-Points

Aura Charge Ultimate 4

21000 Z-Points

Miracle Sparking

23000 Z-Points

Draconic Aura

23000 Z-Points

Ultimate Body

25000 Z-Points

In addition, there is a hidden type of Z-Items in the game. There is no "official" name for it, but based on its display image of a Red Potara earring, it's often dubbed as the "Red Potara" or "Red Z-Item" type by the DBZBT3 community.

For the most part, these Z-Items are only used throughout Dragon History and Ultimate Battle, but a few of them (e.g. Super Mode, Limitbreaker, Inherited Power etc.) were left unused.

Regardless, all of these Red Z-Items are complete and fully functional, so they should work in every mode through the use of Cheat Engine (with the expection of the Attack±X and Defense±X Z-Items, as they were only intended to work for Sim Dragon).

Here are the general stats of every Red Z-Item. The Plus/Minus Effects may vary, so they're not listed.

  • Type: Red Z-Item
  • Price: 20000 Z-Points
  • Cost: 1 slot
  • Can only be equipped by evil characters
  • Cannot be unlocked, bought in the Item Shop or equipped by any means (unless hex editing or Cheat Engine is involved)
  • Rating: 4 stars

(Source: ViveTheModder & Smbfun5231)

Unused Character Costumes#

In the game's main files, each character has 8 costume files: 4 for the main costumes, and 4 for the battle-damaged costumes. Since only a few characters have more than 2 costumes (e.g. Master Roshi, Android #18, Krillin etc.), most of these files are empty and go unused.

Unused Character Roster#

In the menu files for Duel Mode and Ultimate Training, there is an unused roster that differs from the ones used in the game's prototype builds. Oddly enough, despite it containing 3 rows, only 16 slots are used out of the potential 21.

Character Select

Goku (Mid)

King Cold

Nuova Shenron

(Source: ViveTheModder)

Unused Missions (Incorrect Entries)#

Watch on YouTubeThere's an extra 7 pages of Hidden Missions. That's 35 extra Missions if you count the blank title Mission on the very final page (page 27).

Some of these Missions are playable while others will cause the game to crash if selected. Part of the location within the Data Save where your best records for Survival Mode are kept is also utilized by Missions #101 thru #103. So setting records on those Missions will automatically edit your Survival Mode records and vice versa.

This is most likely because these Unused Missions aren't really Missions. They are most likely "Trash Data" which results in incorrect entries being present. ViveTheModder has a breakdown here.

You cannot access these Missions without some sort of cheats/hacks. A gecko code to unlock them can be found here.

(Source: Vega)

IRX Leftovers#

IRX files are library modules located in the irx folder of the PlayStation 2 version of the game.

Zeroing out the contents of the following IRX files will still allow the game to run, effectively counting as unused code.

  • ds2o_d.irx (related to DualShock 2)
  • modmidi.irx (MIDI Sequencer Module)
  • modsein.irx (SE stream generation)
  • modsesq.irx (SE sequencer)

The remaining files are in use, according to decompiled code, and will crash the game if their contents are zeroed out or removed.

(Source: ViveTheModder & RetroReversing)

SDK Leftovers#

The Wii version has leftovers from the GameCube SDK.

Midi Files#

The sound folder has two midi files.

2nd_time.mid

autumnal.mid

(Source: DarthDub)

Regional Differences#

  • The English release of the game features a unique soundtrack composed in-house by Spike, while the Japanese Sparking! release, much like the previous games, primarily uses the Shunsuke Kikuchi score from the original anime along with a number of famous Dragon Ball vocal tracks.
  • The game's opening theme, "Super Survivor" by longtime DBZ singer Hironobu Kageyama, retains its vocals in the Japanese and European releases. The US version uses an instrumental version.
  • The European localization of the game renames "Hyperbolic Time Chamber" to "Room of spirit and time". Interestingly, seemingly no other changes specifically for the English dub of the series were changed.