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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
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54 lines
5.0 KiB
Plaintext
54 lines
5.0 KiB
Plaintext
-- Sharing metadata (25-community-and-ecosystem.md 3.2). Read by tooling
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-- and the manager detail pane; never by the loader's merge.
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return {
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summary = "The overworld as a 3D diorama, and battles fought on it: real occlusion, tilt-shift, over-the-shoulder fights.",
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author = "DramaticShape",
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contact = "https://github.com/DramaticShape/DRAMATIC_SHAPE",
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tags = { "graphics", "3d", "voxel", "render-pipeline", "presentation",
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"battle" },
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differences = {
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changed = {
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"with VOXEL on, the overworld draws as 3D geometry instead of flat tiles",
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"occlusion comes from a depth buffer rather than a y-sort, so buildings really hide what is behind them",
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"with 3D-BTL on, a battle draws over the map's nearest clear ground instead of over a white field",
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"the battle's text box and menu are frosted glass over that ground rather than an opaque white slab, on the same panels the HUDs sit on",
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"the map's NPCs are culled for the length of a battle, so the wipe plays over an empty map",
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"a battle's letterbox voids go black rather than white, because the battle canvas is no longer white",
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"the engine's TILT and GBC FX rows are taken OFF the OPTIONS menu and held at off for as long as this mod is installed -- TILT is the flat fake of what this mode does for real, GBC FX is a full-screen pass over the top of it; uninstalling puts both rows back",
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"hotkeys 3 and 5 are taken over from those two, which have no key and no row while this is loaded",
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"on the 1ST rung ONLY, the grid walk is replaced by free camera-relative movement: collision, warps, ledges, encounters and scripts still run through the engine's own machinery, and every other rung leaves movement untouched",
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"on the 1ST rung the mouse cursor is captured for free look; left click is A, right click is B, and any touch off the overlay's controls drags the view",
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},
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added = {
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"VOXEL options row and hotkey 3 (OFF / 15 / 35 / 50 / 75 degrees / 1ST, a first-person camera with free look and free movement)",
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"T-SHIFT options row and hotkey 6 (OFF / 1 / 2 / 3), the miniature blur",
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"V-GRID on hotkey 5 and V-CURVE on hotkey 7",
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"WATER on hotkey 9 (FULL / SKY / OFF, FULL by default): the water surface becomes a field of pixel-tall voxel columns rising and falling as waves, reflecting the sky, the sun, the moon and the cast standing beside it -- and, on FULL, the shoreline, trees and buildings behind it, by a screen-space ray march",
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"3D-BTL on hotkey 8 (ON / OFF, on by default), battles fought on the world map",
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"BACK SPRITES options row (OFF / ON, off by default), which keeps your own Pokemon on the battle menu in its classic slot while the foe stands out on the map",
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"a day/night clock that reaches the flat 2D overworld as well as the diorama -- outdoor maps only, and only when the hour is not midday",
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"an over-the-shoulder battle camera on a slow parallax orbit, with a depth-of-field pass that holds both mons sharp",
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"a sky behind the diorama at the 75-degree rung, outdoor maps only, coloured by the active palette mode",
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"a hand-authored tile shape profile (data/voxel_heights.lua) a mod can extend",
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},
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known = {
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"needs shader and depth-canvas support; without them the rows still cycle but the world stays 2D and battles draw plainly",
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"water reflections additionally need a READABLE depth canvas; a driver without one draws the flat animated water this mode always drew",
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"WATER on FULL ray-marches the depth buffer per water pixel, so a map that is mostly sea costs real fill rate on a weak GPU -- SKY is the same look minus the ray march, and OFF is the flat water",
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"a screen-space reflection can only reflect what is in the frame: a tree just off the top edge is not in the water below it, and a ray that runs off the side fades into the sky rather than ending on a line",
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"a map with no 3x6 clearing falls back to a 1x4 one, and a map with neither draws the plain battle screen",
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"the arena is where the CAMERA goes -- nobody is moved, so a fight staged across the map is a shot of that ground, not a trip to it",
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"the battle backdrop renders at the GB's 160x144 to match the pics composited over it, so it is chunkier than the free-roam pass",
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"menus and cutscenes are unaffected -- outside a battle the mode only draws the free-roam overworld",
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"terrain meshes are cached per map, so the first frame after entering a large map costs a build",
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"1ST needs the 3D pass like every rung; without it the level still persists but the world stays 2D and the grid walk stays in charge",
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"in 1ST, scripted walks, ledge hops and spinner slides play out as the grid moves they are, with the camera riding along; free control resumes when they land",
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"rooms have no ceilings, so a first-person look over an interior wall shows the void the diorama always had behind it",
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},
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},
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credits = {
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{ who = "pret/pokered", for_ = "the tile and sprite data the geometry is derived from" },
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},
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compat = { engine = ">=0.1.37 <2.0.0", modApi = 2 },
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}
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