The tower's twelve ROUTE_10 rows are `gabled_block_6x6` tile for tile -- the artist drew the top of the tower as an ordinary six-cell block -- so that template matched at (24,132) and stood a whole second building behind it. Templates were matched and stamped independently, with nothing stopping two grids claiming one drawing. Placement is now first-claim-wins: a template never stamps into cells another already claimed, which makes the list order the priority order. The tower's own two templates move to the front so they take those cells first. Also corrects the split: the Route 10 half is TWELVE rows, not eight -- the 64px purple roof band plus two window courses -- so topRows and the claimOnly twin now carry all of it, and the model is the complete twenty-row drawing (96px facade under a real 64px roof). Both templates verified to place exactly once world-wide. The mound probe gains a MOUND_LEVEL knob; the low rungs are where this was visible.
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.
Purely presentational. Nothing here reaches collision, movement, triggers or scripts — it changes what the world looks like and nothing about what it is. Battles, menus and cutscenes are untouched; only the free-roam overworld draws differently.
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 |
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.