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Releases: Decryptu/pokerecomp-decrypt-mods

Follower 0.5.2

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@Decryptu Decryptu released this 01 Oct 12:21
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Your Pokemon keeps up when the game walks you. When a character leads you somewhere, such as the guide's tour of Cherrygrove, the follower stayed where the walk began and only caught up at the end. It now walks the whole path a cell behind you. The same goes for every walk the game makes for you, such as a Waterfall climb.

Runs on Red, Blue, Yellow, Gold, Silver and Crystal, on any pokerecomp with api_version 34 or later.

Voxel 3D 0.16.0

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@Decryptu Decryptu released this 27 Sep 16:15
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Trees stay solid around you. With the draw distance on FULL, walking away from where the map loaded turned every tree near you into a flat card, and zooming or tilting the camera never brought them back. Trees now switch between solid and flat by their distance from the camera every frame, wherever you walk and however you aim the camera. Looking straight down, everything in view stays solid.

Leaving a building is instant. The last two maps you left are kept ready, so walking out of a Pokémon Center, a house or a gate shows the town or route before the fade-in starts, instead of an empty world for half a second.

No more hiccups on warps. Every warp onto a large map made the game ask for the ground under people before the map was ready, which logged hundreds of errors and caused long frames. Cutting a tree or opening a door did the same to the ground under you while the map was rebuilt. People now stand on the terrain you see until its replacement is ready.

Maps are ready sooner. A map is read faster, 8 to 20 per cent depending on the cartridge, and the ground around you is built first.

Needs pokerecomp 0.1.55 or later (api_version 49).

Voxel 3D 0.15.0

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@Decryptu Decryptu released this 27 Sep 14:04
acb8126

Water looks like water everywhere. National Park's pond, Cinnabar's pond and the sea beside the S.S. Anne stood as flat opaque slabs because they sit level with their shore. They now shine and ripple and lap their banks like every other lake. National Park's fountain has a jet of water rising from its splash.

Rooms wear their own walls. Gyms, the Celadon Mansion, the Battle Tower, the Power Plant, Mr. Pokémon's house, Earl's academy, the Fast Ship's cabins, caves and more used to borrow the wall of another room drawn with the same tiles. Each now wears the wall its own back wall is drawn with. The darkness around a room is now a plain dark top instead of wall pattern, which was showing as stripes over gate rooms.

No more half houses at the edge of the view. Where the 3D area ended in the middle of a building, as on Route 34 in front of Goldenrod or Route 7 beside Saffron, you saw half a house with no roof. Those buildings now stand whole in the distance.

Shop counters and the lab. The tills on the Mart and Pokémon Center counters stand up instead of lying flat, and the computer in the lab sits back on its desk.

Flowers in flower beds. The blooms in National Park's long flower bed stood as big pink and red blocks. They are now flowers on stems, like the ones along the routes.

Battle shadows follow the Pokémon. A Pokémon's shadow now moves with it when it lunges, sinks with it when it faints and shrinks with it when it's called back, instead of disappearing.

Needs pokerecomp 0.1.55 or later (api_version 49).

Voxel 3D 0.14.0

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@Decryptu Decryptu released this 27 Sep 08:23
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Kanto's rooms have walls. On Red, Blue and Yellow, houses, Pokémon Centers, Marts, gyms, gates, labs, caves and the S.S. Anne used to show furniture on a floor with no room around it and a knee-high back wall. Now every room stands inside its own walls, the way Gold, Silver and Crystal show theirs, and the back wall rises to meet them with its windows and pictures on its face. Bookcases stand as tall bookcases, desks and counters stand in front of the wall, and the Pokémon Center's partitions, screens and the PCs sit flush against it.

Potted plants are plants. The potted palms and plants in Red's room, Blue's house, the Celadon Mansion, the Pokémon Mansion, the Cinnabar Lab and the beach house stood as two separate blobs. They are now one plant in its pot.

Trees drawn with a gap in their outline stand whole. Viridian Forest's small trees stood as brown stumps under a black cap, and Yellow's route trees as hollow stumps. Both are now proper trees, and Viridian Forest's signs no longer swallow their whole square.

Terraces stack. The rock terraces in front of Indigo Plateau on Crystal's Route 23, and the mound on Route 42, now rise a storey each above the ground before them, with sloped edges and rock sides.

Walking through a door shows the new place only. Entering a map used to show the map you left, repainted in the new map's colours, for a moment. Route 10's trees no longer appear inside Rock Tunnel.

Needs pokerecomp 0.1.55 or later (api_version 49).

Voxel 3D 0.13.0

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@Decryptu Decryptu released this 26 Sep 15:11
2bbd726

Kanto's mountains stand up. On Red, Blue and Yellow, mountain tops used to lie flat behind a low wall of rock. Now they rise above the routes and towns on rock faces, the way Gold, Silver and Crystal show Kanto. Mt. Moon, Route 3, Route 4, Cerulean, Route 9, Route 10 and the rest all stand. Jump ledges are thin slopes again instead of pale boxes.

Cave mouths are holes in the cliff. The entrances to Mt. Moon, Rock Tunnel and the other caves read as arches cut into the rock, with the mountain carrying on over them, instead of dark blocks.

Staircases in Kanto buildings look like stairs. Red's house, the Museum, the gates, the S.S. Anne, Pokémon Tower, the Underground Path and the Mansion all draw their stairs from the side, climbing along a wall. Those stairs now stand as proper steps instead of a jumble of pieces.

Viridian Forest's grass is grass. The tall grass stood as pale slabs, and it now stands as blades. Stray boxes under the forest's big trees are gone too.

Every Kanto tile has been checked. Each tile on all 25 Kanto tilesets was read where the game places it, so floors, statues, machines, stairs and rugs across Kanto's buildings stand or lie the way they're drawn.

Johto's cliffs and towers:

  • Sprout Tower stands on its stone base, with sloped rock edges and steps up to the door;
  • Bell Tower is a tower of flared roofs instead of a tall box;
  • rock faces on Route 45, Route 32 and other mountain routes stand their full height, and the mountains beside Mahogany and Route 32 rise above the town and the route.

Needs pokerecomp 0.1.55 or later (api_version 49).

Voxel 3D 0.12.1

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@Decryptu Decryptu released this 26 Sep 08:16
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The last holes in the world are closed, on all six games. No gap you could see the sky through is left anywhere, on Red, Blue, Yellow, Gold, Silver or Crystal:

  • Kanto houses in Cerulean and Celadon had slots right through their front wall, beside the door and between the windows;
  • Battle Tower had a thin slit under the edge of its roof;
  • the stairs at Olivine Port stuck up out of the sea with open sides.

Tables and chairs have real legs. Tables, benches and Pokémon Center chairs were built from paper-thin panels, so their back legs vanished when you looked from the front. Every leg is now a solid post, seen from any side.

Water stays flat against walls and cliffs. Water used to climb any wall beside it as a steep sheet, all the way up the lighthouse in Olivine, up the cliff at Whirl Islands and up the rock ledges in caves. It now meets walls and cliffs flat, and only slopes gently onto a shore.

Needs pokerecomp 0.1.55 or later (api_version 49).

Voxel 3D 0.12.0

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@Decryptu Decryptu released this 26 Sep 06:35
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No more holes in the ground. There were slits and gaps where the ground met a wall, a ledge, a roof or the edge of the map, and you could see the sky through some of them. They're closed on Gold, Silver and Crystal:

  • the gap under trees at the edge of towns and routes, over the sea or sand beyond them (Olivine, Violet and the forested routes);
  • the gaps between Tin Tower's roof and its walls;
  • the railing ends in Saffron, and the stone rows on Route 45;
  • the flowers in National Park's raised bed, which had sunk to the path;
  • the potted plants in Goldenrod Underground, whose two halves didn't meet.

Kanto ledges are where the game draws them. A ledge's slope used to sit one step past the ledge. Slopes stuck up out of the grass on Route 1 and Route 24, and half of Lavender's sign had turned into a slope.

Kanto buildings have their proper height. Pokémon Centers, Marts and the other big buildings stood a quarter too tall, and their corner pillars stopped short of the roof, leaving a gap at every corner.

Needs pokerecomp 0.1.55 or later (api_version 49).

Voxel 3D 0.11.0

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@Decryptu Decryptu released this 25 Sep 15:36
da27a61

Stairs lead somewhere. Most staircases in caves and gyms used to climb and then drop straight back to the ground. The floor at the top of a flight now stands where the flight arrives, so Union Cave, Slowpoke Well, Mt. Mortar, Ice Path, Whirl Islands, Silver Cave, Victory Road, Olivine Gym and the Elite Four's walkways have their raised platforms.

Gold and Silver caves stand the right way up. Hand-painted cave heights were matched by map number, which Gold and Silver count differently from Crystal, so Ice Path B3F, Whirl Island Cave, Dragon's Den and Diglett's Cave wore another cave's shape. Heights now follow the map's own drawing, and Gold and Silver's Mt. Mortar and Whirl Islands get theirs.

Whirl Islands' raised ground has sloped sides, half a storey high, as the drawing shows.

A battle after switching cartridges no longer risks standing on the previous cartridge's terrain.

Needs pokerecomp 0.1.50 or later (api_version 45).

Voxel 3D 0.10.3

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@Decryptu Decryptu released this 25 Sep 11:46
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The camera snaps at its steepest angle too. Pitched all the way up, the 3D view stopped holding the picture to whole pixels, so walking could shimmer. Every angle the camera can reach now moves in whole pixels, and the camera keeps the bearing you gave it at the top of its range.

Needs pokerecomp 0.1.50 or later (api_version 45). From 0.1.51 a Headbutt no longer makes the 3D map build itself again; on 0.1.50 it looks the same and costs a little more.

Voxel 3D 0.10.2

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@Decryptu Decryptu released this 25 Sep 10:50
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Battles remember the map. A battle staged on the map you were standing on now shows it as it was: a tree you cut stays cut, an opened gate stays open, and Vermilion Dock stays empty after the S.S. Anne has left.

The S.S. Anne's departure reads the game's own picture. The 3D dock now takes the scrolling band and the water behind the ship straight from the game rather than working them out itself, so the 3D and 2D views cannot drift apart.

Headbutt is lighter. With the next pokerecomp release (API 46) a Headbutt no longer makes the 3D map build itself again. On 0.1.50 it looks the same and costs a little more.

Needs pokerecomp 0.1.50 or later (api_version 45).