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Shorten the 1ST rung label so it fits on a phone screen - #79

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Shorten the 1ST rung label so it fits on a phone screen#79
hernan0078 wants to merge 1 commit into
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hernan0078:fix-first-person-label

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On a phone the VOXEL row appears to stop at 75 — the first-person rung looks like it is missing from the build. It is not: 1ST (EXPERIMENTAL) is 18 characters, and the Game Boy screen is 160px with OptionRows drawing a value at x=24, which leaves room for about 17. The label is drawn past the right edge.

I hit this on iOS and assumed for a while that first person had not shipped. Android has the same 160px screen, so it should be identical there.

1ST is what the mode is called everywhere else in the code — FP_LEVEL, isFirstPerson — and the experimental status is already stated in the mod description and the changelog, which is where a player reads it rather than in a menu cell.

Tests updated. Happy to use a different short label if you prefer one.

At 18 characters '1ST (EXPERIMENTAL)' is wider than the value column, so on a
phone the rung is drawn past the right edge of the 160px screen and reads as
missing -- the row appears to stop at 75 and players conclude first person is
not in the build. It is selectable the whole time.

The Game Boy screen is 160px and OptionRows draws a value at x=24, so a value
has about 17 characters before it runs off. '1ST' is what the mode is called
everywhere else in the code (FP_LEVEL, isFirstPerson), and the experimental
status is already in the mod description and the changelog.

Tests updated for the new label.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
absol89 added a commit to absol89/DramaticShapeVoxelMod that referenced this pull request Aug 6, 2026
…1 sprites

- OverworldBattle.BattleState:picImage now returns the sprite early for both
  external and ROM images, skipping BattlePics.filled (the opaque-white
  {1,1,1,1} filler). Transparent gaps in ROM sprites now show through instead
  of being painted white. Mode-agnostic (static + animated, species + player).

- Per-slot SHINY options "FRONT SHINY FIX" / "BACK SHINY FIX" (species only;
  players can never be shiny). When ON, the resolver prefers the shiny/ folder
  and, on a missing shiny file, falls back to ROM -- never to the selected
  generation's normal art and never to player.png. Animated gens (front 2-5,
  back 3/5) are forced through the single-image shinyPrefix path so their
  atlases are suppressed and do not play over a shiny mod's sprite.

- gen1 compatibility sets: back-static/gen1 (Yellow GBC backs) and
  front-animated/gen1 (Yellow GBC fronts), 151 each, with provenance READMEs.

- Empty shiny/ folders (front/back x static/animated) ship with READMEs so
  shiny mods have a documented drop target.

- Ported upstream PRs (lib hunks only, tests/VR stripped): DramaticShape#125 flat-top
  meshing fix, DramaticShape#75 LÖVE 12 ShadowMap z-clip, DramaticShape#79 1ST label rename.

Co-Authored-By: Hermes Agent <noreply@nousresearch.com>
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