Important
This is an unofficial Android-only Kanto Gear performance fork, based on Dramatic Shape Voxel Mod 1.5.2. We love the original mod: on PC, use the official project. This package exists because Android handhelds need additional frame-pacing work. It belongs to the tested Kanto Gear release set and is verified on an AYN Thor. Comparable Android handhelds are intended targets, but their performance and driver behavior still need community testing.
A mod for the Pokémon Gen 1 Recompilation Project.
The overworld as a voxelized 3D diorama, with first-person and staged battles from the original project preserved.
Download DRAMATIC_SHAPE-1.5.2-android.1.zip from this repository's release page and
import it through MODS > Import mod .zip. Remove the official Voxel Mod
first if it is installed; both packages intentionally use the same mod ID.
Confirm the experimental-mod warning and enable it. A fresh setup starts at
VOXEL 35, BALANCED and T-SHIFT 3, with V-CURVE OFF; existing saved
choices remain untouched.
This fork does not offer launcher updates. Install the matching Kanto Gear release set manually so an upstream package cannot replace its Android fixes.
This fork keeps the upstream renderer and adds cooperative terrain builds, camera-culling for spatial mesh chunks, split static/dynamic shadow updates, deferred mesh release and optional graphics presets. These changes primarily target stalls and frame pacing rather than promising a higher average FPS.
Known on the tested Thor: fancy water with V-CURVE can fall back to ordinary animated water tiles. The installed water implementation matches upstream 1.5.2, so this fork does not currently carry a separate workaround.
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 |
This fork is not distributed or supported as a PC replacement. The Android release ZIP omits the upstream Windows OpenXR runtime. PC and PCVR users should use the official Dramatic Shape release, where those platforms are developed and documented.
All authorship stays with DramaticShape and the original contributors. The
upstream project added an MIT license in 1.5.4; this fork carries that license
without claiming upstream endorsement. Our Android changes use the same terms.
See LICENSE.
The source repository retains one upstream third-party binary for parity with the original project; the Android release ZIP does not include it:
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 atassets/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.
Everything the battle screen draws as a box — the two HUD blocks, the text box and the menus over it — sits on frosted glass rather than on the white field it used to have behind it: the world underneath, blurred and laid back down translucent, with the ink flipping white where the ground it lands on is dark. Nothing the engine draws inside a box moves; only the paper is gone.
The graphics rows leave the original renderer untouched until you choose a different rung. They remain available while VOXEL is FULL:
| row | controls |
|---|---|
| V-PRESET | ORIGINAL / QUALITY / BALANCED / FAST / BATTERY / CUSTOM |
| V-RES | internal 3D resolution: 100 / 83 / 75 / 67 / 50 percent |
| V-SHADOW | original adaptive shadow map, fixed 1024 / 768 / 512, or OFF |
| V-SRATE | maximum real-shadow refresh rate: LIVE / 60 / 30 / 20 / 15 |
| V-SOFT | four-tap soft shadow edges or a one-tap hard edge |
| V-BUILD | NORMAL / SMOOTH / MIN terrain-streaming time per frame |
The measured 1080p starting points keep the scene native whenever shadows are enabled. QUALITY uses 512 soft shadows with 60 Hz character updates; BALANCED uses the same image quality at 30 Hz. Both retain T-SHIFT 3. FAST keeps native geometry and 30 Hz shadows but switches the soft filter and T-SHIFT off. BATTERY renders at 75%, disables real shadow maps and uses the lightweight character decals. Every row remains independently adjustable; changing one marks the aggregate preset as CUSTOM.
The first visit to an uncached map may briefly show the original Gen 1 Kanto Town Map while the current terrain, connected-map bodies and shadow chunks are prepared. The destination uses the ROM-extracted location coordinates and blinks under the original cursor; stale asset builds retain the lightweight BUILDING KANTO fallback. Gameplay and input pause behind this cover, and the builder uses the time as a loading budget. T-SHIFT is temporarily bypassed for the cover so its pixel art stays sharp, without changing the saved setting. The outer letterbox uses the same pure black as Gen1Recomp's 4:3 menus; cached revisits and ordinary crossings remain seamless.
Visible terrain, tall grass and flowers are camera-culled in spatial chunks. The culler uses the live camera matrix rather than a fixed screen rectangle, so every gameplay zoom, window aspect and battle camera receives the same exact-fidelity optimization. A conservative edge guard and whole-mesh fallback keep geometry from popping at the screen boundary or on limited drivers.