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Dramatic Shape Voxel Mod

A mod for the Pokémon Gen 1 Recompilation Project.

The overworld as a 3D diorama. Terrain is extruded into real geometry, occlusion comes from a depth buffer rather than a y-sort, characters stand as leaning sprite slabs, a shadow map throws real cast shadows across whatever they land on, and an optional tilt-shift pass sells the miniature-model look.

And battles fought on that world rather than on a white field. When something picks a fight the map's NPCs are culled, the engine's own wipe plays over the empty map, and the battle draws over the nearest patch of clear ground — shot over the shoulder, the player's mon low and left and the enemy high and right, with a slow parallax drift behind them and a depth-of-field pass that keeps both of them sharp.

Purely presentational. Nothing here reaches collision, movement, triggers or scripts — it changes what the world looks like and nothing about what it is. The battle arena is where the camera goes, not where anybody goes: no cell, facing, flag or warp is written, so the player is standing exactly where the fight found them when it ends.

Controls

Every key is free-roam only, and each one is also a row on the OPTIONS menu.

control does
3, or the VOXEL options row OFF → 15 → 35 → 50 → 75 → OFF (camera pitch)
5, or the V-GRID options row OFF / ON — a one-pixel wireframe on every voxel
6, or the T-SHIFT options row OFF → 1 → 2 → 3 → OFF (miniature blur)
7, or the V-CURVE options row OFF → 1 → 2 → 3 — bend the world over the horizon
8, or the 3D-BTL options row ON / OFF — fight on the map instead of on a white field

3D-BTL is on by default and is independent of VOXEL: battles draw on the world whether or not the free-roam camera is pitched over.

Where a battle is staged

The mod looks for the nearest clearing shaped like this, where every x is a cell the player could walk onto — the two mons three cells apart down the middle, with a one-cell apron so the camera looks across floor rather than into a wall:

x x x
x O x     O   the enemy's mon
x x x
x x x
x P x     P   your mon
x x x

Indoors, in a corridor or in a cave there is often no room for that, so the search relaxes to the same three-cell gap with the apron given up:

O
x
x
P

If neither will fit — and on a map with no open ground at all, or on a machine with no depth-buffer support — the battle draws exactly the way it always did. Water counts as open ground while you are surfing and not otherwise, and warp tiles never count, so a fight is never framed in a doorway.

Two of those keys are taken off the engine: 3 was TILT and 5 was GBC FX. Neither is reachable by key while this mod is enabled, and both are still on the OPTIONS menu. Pressing 3 also switches both off — they fight the diorama, and it is the way back from having left one on.

S
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