CMM2: 8x8 Font editor written in basic.
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capsikin Guru ![]() Joined: 30/06/2020 Location: AustraliaPosts: 341 |
Apart from stuff I found via the manual, this is where I got some font format information - TassyJim explained a header line: https://www.thebackshed.com/forum/ViewTopic.php?TID=12451&PID=151451#151451 In the example 01203C30 Each two hex digits are one number. "1 character, Chr$(32), 60 pixels high and 48 pixels wide" 01 is number of characters, 1 20 is the hex code for the first character, decimal 32, the space character. 3C hex must be 60 in decimal. 30 hex is 48 in decimal. Here's a layout I think would look better. (It's similar to the Repton 3 game sprite editor on the BBC Micro) squarish rbox around the pixel grid in the top left full width rbox at the bottom, to display the whole character set. may need to be up to 32 characters wide x 8 high, plus spacing. top right can be used for other things. e.g. brief instructions. The current character could have a two pixel box around it. I didn't think of a way to indicate the pixel cursor yet. I made a mockup of the layout, program here mode 1 cls bsize=320 rbox 0,0,bsize,bsize psize=32 offset=(bsize-(8*psize))/2 for n=0 to 7 for m=0 to 7 box n*psize+offset,m*psize+offset,psize,psize,2,RGB(gray),RGB(black) next box n*psize+offset,n*psize+offset,psize,psize,2,RGB(gray),RGB(white) next rbox 0,bsize+16,768,144 print @(bsize+64,0) "Press a key to quit mockup program" do loop until inkey$ <> "" |
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