The volume repeat scan anchors at a column's front tile; a plateau column ending in a rounded corner tile ($13/$35) never matched and read its whole capped extent -- 48px fins and tents out of the 16px mesas on Routes 3 and 4. When the two rows directly above the front are identical, the column is that repeat wearing a trim foot: unit is one course plus the trim. Doorway columns still answer to their region first.
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.