Cut, the tree regrowth on re-entry and the card-key door stamps all write the block layer directly without emitting world.block_replaced, so meshes derived from that layer went stale unannounced. An earlier cut of this work made the engine announce each one -- the wrong place: it edits the game for one mod's benefit, and every future path that writes a block has to remember to do the same. They all funnel through one choke point, so wrap Map:setBlock from the mod instead. Map is a plain metatable shared by every instance, so this covers paths written after this mod too. The write is read back rather than trusted: setBlock ignores an out-of-bounds write, and a stamp that rewrites a block with the value it already held is not an edit and must not throw the mesh away. src/world/OverworldController.lua is reverted to stock.
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.