A `when_above` match returned shapes.classes[class] after setting .authored on it -- but those canonical shapes are SHARED, and shapes.classes.wall is the very object rule 4 hands every unauthored solid tile. Marking it authored made all of them return early from TileShape.at, skipping the cell rules, so walkable floors stopped flattening: the gate houses came out as a checkerboard of raised blocks with the room's floor standing 16px. Conditional pins now resolve to their own authored shape per class, built alongside the canonical ones and kept apart from them.
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.