CMM2: 8x8 Font editor written in basic.


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capsikin
Guru

Joined: 30/06/2020
Location: Australia
Posts: 341
Posted: 02:33am 20 Sep 2020      

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$ <> ""