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DramaticShapeVoxelMod/README.md
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2026-08-02 21:01:11 -04:00

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Dramatic Shape Voxel Mod

A mod for the Pokémon Gen 1 Recompilation Project.

The overworld as a voxelized 3D diorama. Also supports experimental first-person and VR.

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 → 1ST → OFF (camera pitch)
SELECT (pad / touch) the same step as 3 — for the machines with no number row
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
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
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
the AA options row OFF / 2X / 4X — smooth the stair-stepped edges of the 3D world by rendering the diorama larger than the window and folding it back down. The ladder is samples per display pixel: 2X is a canvas root-two wider and taller, 4X one exactly twice the size. Every edge in the projected picture softens with the silhouettes — the tileset's own texels are quads in a perspective view and cross the pixel grid at the same arbitrary angles — so the diorama reads smoother rather than sharper. The most expensive row in the mod, so it is OFF by default and FULL leaves it alone
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

Horde mode

Standing in the overworld, enter B A.

The sky drops to a starless violet night, the Lavender Town theme comes up, the camera locks into your own head, and a handgun appears in your right hand. Waves of people — the map's own NPCs among them — walk out of the dark to kill you, and follow you through doors. Every one that falls screams as a random Pokémon. Score per kill and per wave cleared; no pausing, and no leaving the mode until your health is gone. The GAME OVER card offers your score and PRESS A, and pressing it puts the map, the cell, the facing, the camera, the hour, the music and every NPC back exactly as they were.

The code is read off Game Boy buttons, not keys, so it works the same on a keyboard, a pad, a phone and a pair of VR controllers.

control keyboard / mouse pad touch VR
fire left click, or B's key right trigger, or B tap the screen right trigger
aim down sights right click left trigger point the gun and look down it
reload R X automatic when empty B on the right hand
move / look as first person, unchanged

The iron sights are real geometry: in VR you line the front post up in the rear notch and the shot goes where the barrel points.

VR

The VR options row (OFF / ON, off by default) drives a PCVR headset through OpenXR on Windows — SteamVR, Oculus or WMR.

VR controls

Suggested onto Touch, Index and WMR controllers (rebindable in the runtime's own binding UI); pad, keyboard and mouse all keep working alongside.

control does
left stick move — grid-walks the diorama, free-walks 1ST
A / B (X / Y on the left hand) A / B
either trigger START
left stick click step the VOXEL angle ladder (same as the "3" key)
right stick up / down diorama only — zoom the model
right stick left / right 1ST only — snap-turn 45°
grip squeeze + raise / lower that hand diorama only — drag the table's height
head 1ST and battles — look; FreeMove walks where you look
left hand 1ST and battles — the Pokédex: menus, dialogs and the 2D battle screen on its screen
right hand horde mode only — the handgun; the right trigger fires and B reloads (the trigger is START as ever outside the mode)

Licenses

This mod redistributes one third-party binary:

  • assets/vr/openxr_loader.dll — the Khronos OpenXR loader (version 1.0.10.2, x64, unmodified), © The Khronos Group Inc., licensed under the Apache License 2.0. The full license text ships alongside the DLL at assets/vr/LICENSE-openxr_loader.txt, as the license requires; keep the two files together if you redistribute this mod. Source: KhronosGroup/OpenXR-SDK.

Everything else in this mod is original to it, except that the voxel geometry and shape profiles are derived from the tile and sprite data of the original game, as documented by the pret/pokered disassembly. No ROM data, artwork or audio is included; the mod reads the assets the host game already has.