Dramaless Shape renders the Gen1Recomp overworld as a depth-buffered voxel diorama. Version 2.0 strictly only provices voxel environments plus one legacy feature: native Gen 1 2D battle cards staged on the voxel map.
This is an experimental split release based on the Dramaless development line. Keep Dramaless 1.6.4 LTS archived if you want the former combined feature set.
Dramaless now only handles voxel terrain, buildings, overworld figures, lighting, water, shadows, camera modes, tilt shift, performance settings, voxel-map arena rendering, and its native-2D card renderer. It does not handle Stadium Pokemon models, replacement sprite packs, move animations, HUDs, disc stages, battle transitions, or VR.
StadiumBattleFX 2.x
now includes all the Stadium-related features that were removed from Dramaless.
When both mods are installed, Dramaless registers DRAMALESS_SHAPE:voxel-map
in the arena selector and DRAMALESS_SHAPE:voxel-cards in the model selector.
The selectors are independent, so players can pair voxel cards with a Stadium
arena or pair Stadium models with the voxel map.
Without StadiumBattleFX, Dramaless uses its own small standalone host for the
VOXEL ARENA + 2D CARDS option. The arena remains a fully depth-buffered 3D
voxel environment; only the Pokemon and trainer cards are 2D. It automatically
yields when StadiumBattleFX is installed so the two don't clash.
Mixed legacy/2.0 installs are blocked by manifest ranges. Use legacy with legacy, or 2.x with 2.x.
Install the release ZIP through Gen1Recomp's mod manager or extract it as
mods/DRAMALESS_SHAPE. This experimental build targets mod API 2 and declares
its required engine range in manifest.json.
V: cycle voxel camera modes (FULL remains an options-menu preset).G: toggle voxel grid lines.T: cycle tilt shift.C: cycle world curvature.9: cycle water rendering.
First- and third-person modes retain camera-relative movement and input. The
quality, shadow, antialiasing, water, day/night, grid, and curvature settings
remain available. VOXEL ARENA + 2D CARDS is shown when StadiumBattleFX is
absent. BACK SPRITES is available by default. It keeps the player's original
back sprite in the UI while the enemy remains staged in the arena.
The old multi-mode 3D-BTL selector and all VR settings are gone.
Compared to the original DramaticShape, this mod strives to perform well on most devices. For this reason, options were added (and more are being worked on) that allow the player to lower the render resolution or render distance. These features are still being worked on and will improve in the future.
The Logging options is currently disabled to conform with changes to the modding API. It will be restored later.
Code is distributed under the MIT License beginning with 2.0. See
LICENSE. This fork contains fixes and additions by Stahltier (artyrambles)
based on DramaticShapeVoxelMod 1.6.2, and incorporates MIT-licensed work from
Terrarium as well as Battle Art. The removed OpenXR loader is not distributed in 2.0.
Pokemon and Nintendo trademarks belong to their respective owners. This is an unofficial fan-made mod and includes no ROM data.
The original and main version of the mod was here, but may currently be defunct: https://github.com/DramaticShape/DramaticShapeVoxelMod
DRAMALESS SHAPEis not associated with or endorsed by the original DramaticShape mod and its creator. I made this because I was a fan of the original mod's vision and wanted to help improve it according to my own ideas and suggestions from the community.
DramaticShapeVoxelMod's v1.6.1, which this mod is based on, was released under the MIT License and allows anyone to modify and redistribute it. No part of this mod was stolen or created with malicious intentions. All contributions from other creators besides myself have been credited to the best of my knowledge.
I have nothing but respect for my fellow modders. This mod wouldn't have been possible without the help and contributions from others.
Any additions and edits that I (Stahltier) made to the Dramaless Shape fork myself were NOT created or in any way touched by AI. My code is all 100% organic home-grown human-made spaghetti, baby!
However I acknowledge that many passionate people do not have the skills yet that would be needed to tackle a project of this size, and I am grateful for anyone who is helping contribute to it in any way they can.
I am not rejecting or disparaging creators who use AI in some way to contribute to this project. But as everyone should be acutely aware, AI can make mistakes that are very hard to catch if the person using it cannot verify themselves what their AI is doing.
That is why I am making extra sure as the current maintainer of this mod that any code that is contributed is at least looked over once and I test new releases before publishing them to make sure nothing slipped by. It is very likely that the entire foundation the code stands on was built by AI, which makes it extra difficult to work with.
There can be hundreds of files with thousands of lines to review especially when it comes to extensive changes for an update. That is why I will always prefer human-written and human-documented code.
Large parts of the mod's current code were written with the help of AI coding assistants (Anthropic's Claude, among others).
What that means in practice:
- The code was directed, tested and accepted by humans. Features were specified, measured, and rejected when the measurement did not support them. It is not generated and dumped.
- Much of it is verified by probes rather than by eye. The
tests/directory holds twenty self-contained probes that drive the real game headless and write numbers to a log — shadow lengths, palette ramps, pixel classifications, frame-time medians. Where this README claims a number, a probe produced it. - It carries the usual caveat all the same: read it before you trust it. AI-assisted code can be confidently wrong, and some of this is in the render path of a program you are running on your own machine.
I will approve contributions by creators who use AI, but it may take longer because of the quality and responsibilty standards I hold the mods I release to the public to. I am only human, and it is very easy to miss problems with AI-generated code as it tends to be very convoluted and hard to read for a human.
If I become aware of faulty AI-contributed code, I reserve the right to roll back the mod version, remove contributions, or even refuse further contributions from the same creator (if it's really severe).