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Monworks v2.1.0 — Project Vermilion begins

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@johnjohto johnjohto released this 25 Jul 09:46

The "GBC Kanto+" release. Project Vermilion — the modernized-Kanto program — ships its first phase. What we distribute is a recipe: apply overlays/vermilion/ to your own local extraction with tools/apply_overlay.py and out comes your personal Vermilion build, while faithful Kanto stays byte-for-byte beside it. Zero Nintendo bytes in this repository, as always.

The recipe turns on (each one a general Monworks capability any project can bind):

  • Widescreen — a 256×144 design frame that integer-scales to your window, widens the visible world within an authored envelope, and letterboxes only the remainder (gh #93, ADR-039)
  • Real Super Game Boy colors — the extractor reads the cartridge''s own palette tables (37 SGB palettes, species color families, every town''s hue) and the engine recolors world/mons/UI per the original rules (gh #94, ADR-040)
  • Battle backdrops — arena scenes keyed by encounter slot, map, tileset, or zone, from a new original CC0 set every project inherits (gh #96, ADR-042)
  • Display filters + creator shaders — F10 cycles LCD grid / CRT / high-contrast accessibility; projects ship their own GPU post-passes, inherently sandboxed (gh #95, ADR-041)
  • Running shoes & autosave — hold-B running at bicycle pace; an automatic sibling save slot with newest-wins CONTINUE. Opt-in per project (gh #97, ADR-043)
  • The overlay machinery itself (gh #92, ADR-038) — derive-beside recipes, byte-stable application, honest identity recompute — plus per-project save slots for every project

Every tracer was gated by a seeded bot completing NEW GAME → HALL OF FAME on the vermilion profile, with the faithful byte-identity battery (render shot + battle-stream md5s) holding throughout. Full detail in CHANGELOG.md; ADR-038 through ADR-043 in docs/decisions.md.

Building it: clone pret/pokered, pwsh tools/build.ps1, then python tools/apply_overlay.py and pwsh tools/run.ps1 --project=build/vermilion.