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71 lines
4.4 KiB
Markdown
71 lines
4.4 KiB
Markdown
# Dramatic Shape Voxel Mod
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A mod for the [Pokémon Gen 1 Recompilation
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Project](https://github.com/bryanthaboi/pokemon-gen1-recomp-project).
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The overworld as a 3D diorama. Terrain is extruded into real geometry,
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occlusion comes from a depth buffer rather than a y-sort, characters stand
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as leaning sprite slabs, a shadow map throws real cast shadows across
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whatever they land on, and an optional tilt-shift pass sells the
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miniature-model look.
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Water is a surface rather than a texture lying in a hole. It is a field of
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one-pixel-wide voxel columns, each standing a whole number of pixels tall and
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rising and falling as waves — found by walking the view ray through them in
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the shader, so a crest hides what is behind it and shows you its lit side,
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with no extra geometry anywhere.
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And it reflects. The sky it stands under, in the same bands, the same dither
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and off the same clock, so the lake and the sky above it meet at the
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waterline with no seam. The sun or moon hanging in it, at the size the
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painted disc is drawn, craters and all. Whoever is standing beside it —
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walkers, NPCs, the two Pokémon in a staged battle. And on **FULL**, a
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screen-space ray march adds the rest of what is on screen: the shoreline, the
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trees behind it, the buildings across the bay. How much of it shows is
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Fresnel, so the top rung is a mirror and a looking-straight-down rung is a
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pond, off the same water.
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And battles fought on that world rather than on a white field. When
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something picks a fight the map's NPCs are culled, the engine's own wipe
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plays over the empty map, and the battle draws over the nearest patch of
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clear ground — shot over the shoulder, the player's mon low and left and
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the enemy high and right, with a slow parallax drift behind them and a
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depth-of-field pass that keeps both of them sharp.
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Purely presentational. Nothing here reaches collision, movement, triggers
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or scripts — it changes what the world *looks* like and nothing about what
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it *is*. The battle arena is where the **camera** goes, not where anybody
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goes: no cell, facing, flag or warp is written, so the player is standing
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exactly where the fight found them when it ends.
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## Controls
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Every key is free-roam only, and each one is also a row on the OPTIONS
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menu.
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| control | does |
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| --- | --- |
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| `3`, or the **VOXEL** options row | OFF → 15 → 35 → 50 → 75 → OFF (camera pitch) |
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| `5`, or the **V-GRID** options row | OFF / ON — a one-pixel wireframe on every voxel |
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| `6`, or the **T-SHIFT** options row | OFF → 1 → 2 → 3 → OFF (miniature blur) |
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| `7`, or the **V-CURVE** options row | OFF → 1 → 2 → 3 — bend the world over the horizon |
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| `8`, or the **3D-BTL** options row | ON / OFF — fight on the map instead of on a white field |
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| `9`, or the **WATER** options row | FULL / SKY / OFF — waves and reflections on water. **SKY** gives the surface its pixel-tall wave columns and puts the sky, the sun, the moon and the cast in them; **FULL** adds a screen-space ray march that also reflects the shoreline, the trees and the buildings standing behind it |
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| the **BACK SPRITES** options row | OFF / ON — keep your own Pokémon on the battle menu, seen from behind in its classic slot, instead of standing it on the map; the foe is still out there. Only on the menu while **3D-BTL** is on, because it decides nothing without it |
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| the **DAYTIME** options row | SYNC / DAY / NIGHT / DUSK / DAWN / CYCLE — what time it is outdoors, on the diorama *and* on the flat 2D world; held at SYNC (and off the menu) while VOXEL is FULL |
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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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Two of the engine's own rows are taken away while this mod is installed:
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**TILT**, which is the flat fake of what this mode does for real, and **GBC
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FX**, a full-screen present pass over the top of the diorama. Both are held at
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off rather than merely hidden — a row that is not there cannot switch off a
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value an older save arrived with. Uninstall and both come back, at whatever
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they were last set to.
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Everything the battle screen draws as a box — the two HUD blocks, the text
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box and the menus over it — sits on frosted glass rather than on the white
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field it used to have behind it: the world underneath, blurred and laid back
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down translucent, with the ink flipping white where the ground it lands on is
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dark. Nothing the engine draws inside a box moves; only the paper is gone. |