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add skybox
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@@ -38,6 +38,32 @@ menu.
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**3D-BTL** is on by default and is independent of **VOXEL**: battles draw
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on the world whether or not the free-roam camera is pitched over.
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The void behind the diorama is a **gradient sky** at every **VOXEL** rung:
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four blues as flat horizontal bands, deepest overhead and palest at the
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bottom, with a checkerboard of the next band dithered into the bottom of each
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one — the 8-bit way to get more colours out of a palette than it holds. Every
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channel is a multiple of 8, where a five-bit GBC channel lands. No clouds, and
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no image asset.
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At `75` the camera is pitched far enough over that the ground plane's vanishing
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line is in frame, and the pale end meets it; at the steeper rungs that line is
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above the top edge, so the bands take a fixed slice of the frame and the haze
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below them fills the void where the ground runs out. Nothing is resampled —
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no baked 160×144 picture scaled up, no texture at all, just one rectangle
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through a shader that answers each pixel from its own coordinate — and the
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band edges and dither cells are measured in the diorama's own pixels, handed
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in every frame, so a `ZOOM` change lands immediately and stays crisp at any
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window size. The palette goes through the display-mode transform like
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everything else here, so GRAY gets four greys and CLASSIC four greens.
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Overworld only — a battle's placed camera looks up from under the horizon and
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keeps its flat sky.
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Tunables live at the top of `lib/Sky.lua`: `Sky.PALETTE` (lightest first; its
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length is the band count), `Sky.DITHER`, `Sky.DITHER_START` (how far down each
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band the checker begins — lower is a wider blend, `1` switches it off), and
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`Sky.SPAN` (how much of the frame the bands cover on the rungs whose horizon is
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off-screen).
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While a battle can be staged on the map — **3D-BTL** on, or **VOXEL** on
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`FULL`, which owns that row — the engine's **BATTLE LAYOUT** row is set to
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`OG` and taken off the OPTIONS menu. The staged shot is composed in the Game
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