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Releases: mrmushrooms11/kanto-first-person
Release list
Kanto in First Person 1.60.0
This release should fix compatibility problems and issues with the unpatcher removing files.
This will not run with the original dramatic shape and you need to install https://github.com/artyrambles/DRAMALESS_SHAPE/releases/tag/v1.6.4 in order for this to run.
A fresh install is highly recommended
- You can now change the raised boulders to trees in the options menu.
- Trees now cast shadows.
- Prevented pokemon and pokéballs from holding umbrellas in the rain.
- Slight rework for mountains

Kanto in First Person 1.57.2 - Compatability and Windows
This release is now compatible with both Dramaless Shape (https://github.com/artyrambles/DRAMALESS_SHAPE/releases) and the Battle Sprites Fork (https://github.com/absol89/DramaticShapeVoxelMod/releases) depending on your preference. It will NOT work with the original Dramatic Shape voxel mod which has been discontinued by its author. It works a little better with Dramaless and you get the beautiful God-rays of Viridian Forest and the opportunity to use Stadium battle sprites if you wish.
This release also:
- Adds windows to interiors
- Restores Head Bob (OFF by default, turn on in settings)
- Adds ceiling beams
- Adds water splashes
- Adds new sounds (rain, night, doors)
Kanto in First Person Hotfix 1.50.2
- Fixed Floating Boulders and Objects
- Added some sound effects
- Removed back door patching (for now).
- Added falling leaves to outside trees.
Kanto in First Person 1.50.0
Kanto in First Person — Interiors and Tweaks · 1.50.0
A companion patch for the Dramatic Shape Voxel Mod on the Gen 1 Recomp. This is the largest release since 1.0: the world gains mountains, tall trees, an apron past the map's rim, a jump button, and faster chunk streaming.
**Please note that the orginal Dramatic Shape Voxel mod is obsolete- you must use absol's battle sprites fork found here:
(https://github.com/absol89/DramaticShapeVoxelMod/releases)
The upstream repository has been deleted by its author; absol89's fork carries development forward. 1.7.6's renamed id, new FirstPerson rig and mixed line endings are all handled — and unlike older fork builds, the first-person jump works on the fork.
Highlights
MOUNTAIN PEAKS — clustered route rock rises into jagged, height-varied massifs built from the engine's authored tile data: lintels bridge cave mouths, buildings are excluded by their own roofs, and ridges continue onto neighbouring maps under distance haze. Fades in on map entry.
TALL TREES — round bushes on varied bark trunks with branches; boulders on solid stone cairns; supports built only under real engine stamps, at exact stamp height, rooted at true terrain base.
WORLD APRON — boundary terrain continues past the rim, stepping down into the haze; the horizon also holds up from third-person and diorama cameras (deep skirt + floor in the panorama's own ground tone).
JUMP BUTTON — incorporates Ledge Leap 1.0.1 (design intact, gratefully credited): hop a faced ledge from any side — including up — via the engine's own two-cell walk and arc; bounce elsewhere. Rebindable, with OFF.
FAST CHUNKS — doubles Dramatic Shape's per-frame mesh-build budget so terrain lands ahead of you. Toggleable for weak hardware.
HEAD BOB — restored as a toggle, off by default; the no-bob guarantee is held by a test.
BUILDING BACKS — false rear doors patched with the wall's own brick at true tile scale; double-wide entrances covered fully.
Uninstall remains: delete the folder — the write ledger restores every engine file it touched.
Full changelog in CHANGELOG.md. Bug reports with the debug HUD visible (F-key, FLOR line) are gold — that line names the exact cells behind most visual oddities.
Kanto in First Person Hotfix 1.40.1
Kanto in First Person 1.40.1
anto in First Person 1.40.1
This release is mostly about listening: the head bob is gone, the uninstall actually works, and the mod now stands down where it isn't wanted.
Compatibility — please read
Dramatic Shape Status
1.5.4, 1.5.5, 1.6.0 ✅ Works
absol89's fork ✅ Works
1.6.1, 1.6.2 ⛔ Declined — see below
Dramatic Shape 1.6.1 and 1.6.2 declare a conflict with this mod in their manifest. That's deliberate, and this mod respects it: on those versions it patches nothing, removes any earlier patch, restores Dramatic Shape completely, and says so in the log. If you're on 1.6.1 or 1.6.2 and want these features, you'll need Dramatic Shape 1.6.0. No files will be left behind either way.
What went wrong, and what's fixed
The uninstall removed nothing on most setups. The cleanup looked for Dramatic Shape under a hardcoded folder name, while the installer finds it properly by manifest id. On the common DramaticShapeVoxelMod layout, that meant leftover files in APPDATA/LOVE/pokemon-love2d/mods/ and — worse — FirstPerson.lua staying patched, which is why the head bob survived an uninstall.
If you have a bad install from an earlier version: install 1.40.1, boot once, and it cleans itself up. Or delete DramaticShapeVoxelMod from your save directory and re-import Dramatic Shape.
Changes
Head bob and walking sway removed.
Rainbows are properly world-fixed.
Interior doorways are drawn as doors
False doors on the backs of buildings are patched out, using brick sampled from along the same back wall so the repair matches its neighbours.
VALLEY is the default horizon.
Install
Use Gen1Recomp's launcher to install the .zip file
Full details in CHANGELOG.md; options and troubleshooting in the README.
Kanto in First Person 1.36.0
Kanto in First Person 1.36.0
Interiors, substantially expanded
Pictures on the walls — thirty-five hand-drawn 16×16 frames in three sets, hung by room: general and domestic in houses, clinical in Poké Centres, shop signage in Marts.
Doors drawn as doors — frame, panels, handle and step, full width, with a lintel above. A double doorway is two of them, as the original draws it.
Contact shadow where floor meets wall, a picture rail, daylight lying in through doorways, and lamps hanging from the ceiling with light pooled beneath.
The old tile-sprinkle "accents" are gone.
Caves
Rock overhead: an uneven sagging roof with stalactites, and stalagmites rising to meet them.
Outdoors and sky
Three more panoramas (FUJI, VALLEY, CITY), switchable live; VALLEY is now the default.
Rainbows, hung opposite the sun and standing where the rain left them.
Thunderstorms with forked lightning — deliberately infrequent and gentle, switchable off on its own.
Puddles that fill and dry, and water kicked up as you walk through the rain.
A ground flock that pecks and flushes, insect swarms, wind gusting across the grass in waves.
The view carries past the map edge: neighbouring maps draw their grass, hazed with distance.
Clouds domed so they never sit on the horizon; birds now face the way they fly; aircraft made large enough to actually see.
Woods
The wood extends past its own edge
Hanging vines that sway, and swing when you walk through them.
Third person and removal
3RD person has its own ceiling setting — nothing, cutaway, or the full room — independent of the diorama.
Deleting the mod folder now removes the patch. It notices the companion is gone, restores Dramatic Shape's files and deletes its own.
Compatibility
Works with Dramatic Shape 1.6.0 and absol89's battle-art fork.
Fixed a graphics-state leak that could make other mods' sprites invisible — relevant to anyone running Wilds of Kanto.
Kanto in First Person 1.8.0 — Weather and Wildlife
Kanto in First Person 1.8.0 — Weather and Wildlife
Requires the Dramatic Shape Voxel Mod. Unzip into mods/, start the
game — no restart needed.
Outdoors
- Rain, on its own weather clock, and every NPC puts up a little pixel
umbrella while it falls - Layered clouds — three decks drifting at different speeds, thinning
out after dark - A night sky: stars over a faint nebula, two dozen of them twinkling,
and the occasional shooting star - Birds — flocks of distant flyers, about one in forty something rarer
- Aircraft: the odd plane laying a contrail, and a very rare blimp
- Lit windows after dark, chimney smoke by day, fog over
Lavender Town
Woods and ground level
- A leafy forest canopy in two layers, walled at the rim, with light
wells overhead and sun shafts leaning through it - Trees and tall grass at varied heights, so a wood has a skyline and
encounter cells look like somewhere things live - Particles: seeds kicked up as you walk through grass, cave drips,
fireflies, falling leaves, interior dust, sea spray, and the occasional
distant rustle with nothing attached to it
Caves
- Cave darkness on unlit floors — and Flash pushes the walls back
rather than simply switching it off
Movement
- Head bob and sway, driven by distance walked so they stay locked to
your feet - A doorway step: the eye dips and leans through a warp instead of
cutting
Under the hood
- No restart needed — the patch now applies before Dramatic Shape
loads, so installing, updating and removing all take effect immediately - Every draw sits inside a graphics-state guard, so nothing can leak state
onto other mods' sprites - Debug HUD is off by default; turn it on for a per-effect diagnostic
and a render-pipeline census
Everything is presentational — collision, movement, encounters, scripts
and saves are untouched. No ROM data ships in this mod.
Downloads: .zip to unpack into mods/, or .modpkg for the
launcher's mod tooling.
Kanto in First Person 1.7.1
What it adds
Interiors and caves
Walls. Gen 1 only ever draws a room's north wall — the other three are the map edge, which the original camera never showed. These are synthesized floor-to-ceiling wherever open floor meets the void.
Ceilings at a configurable headroom, so a room feels like a room. Walls rise to meet them, and tall furniture plugs its own column.
Doors, including Gen 1's common two-cell double doors, with jambs, panelling and a lintel.
Materials come from the room itself. Every surface is textured from that map's own tile art via the live terrain atlas, so a cave is rock, a Mart is Mart wall and a house is wallpaper — with nothing authored by hand, and following whichever colour mode you're playing in. The room's minority wall tiles are sprinkled through as accents so large walls don't read as flat.
Outdoors
A painted horizon wrapped 360° around the world at distance, centred on the player so it never gets closer. Drawn behind everything with depth writes masked, so it can never occlude real geometry.
Third person
A cutaway in the diorama rungs: near walls melt to stubs as you walk and the ceiling opens around you, so you can see into a roofed room from outside.
Everything is presentational. Collision, movement, ledge rules, triggers, encounters, scripts and saves are untouched — nothing here can move the player a single pixel.