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Posted: 03:37pm
07 Aug 2026
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thwill
Guru


Hi Martin,

You've probably got better things to do, but if you find yourself at a loose end I wonder if an MMBasic version of the Microserif font https://fontenddev.com/fonts/microserif would be possible ?

Best wishes,

Tom
 
Posted: 04:30am
08 Aug 2026
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Martin H.
Guru


Hi Tom
This Microserif font looks cute    
That should be a 6x8-pixel font; I can try to convert it this weekend.
What I can’t do is adjust the kerning*, as the Pico always uses fixed spacing between the letters.
Cheers
Martin  

*Kerning: Adjusting the spacing between exactly two specific characters (e.g. combinations such as ‘A’ and ‘V’ or ‘T’ and ‘o’), where the shape of the letters creates large visual gaps
EDIT
I had to redraw the font because I don’t seem to have a Windows drawing programme that draws the characters without trying to smooth them out.
I’ve created the font, but it’s 8x8, so the spacing is actually too wide. I haven’t yet worked out how to shift the bits for 6-pixel-wide fonts.



microserif.zip
Edited 2026-08-09 01:38 by Martin H.
 
Posted: 07:52pm
09 Aug 2026
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thwill
Guru


Thanks Martin,

I did the prep work to allow me to manipulate the fonts in my adventure game earlier today so I just need to see if Claude can be persuaded to sort out the width issue.

Best wishes,

Tom
 
Posted: 08:40pm
09 Aug 2026
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Martin H.
Guru


Of course, the problem with the width can be solved ‘by hand’
cls
wrt 0,0,"It’s always a brilliant piece of writing",RGB(GREEN)

sub wrt tx,ty,prd$,col
local integer n
for n=1 to len(prd$)
text tx,ty,mid$(prd$,n,1),,9,,col,-1
inc tx,6:next
end sub

I had a look at your Git repository on MMB4W, but couldn’t find the code for the Picomite Font 7 (6x8); otherwise I could have checked how the bits are shifted there.
Edited 2026-08-10 06:40 by Martin H.
 
Posted: 08:45pm
09 Aug 2026
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thwill
Guru


Font 7 is this one, hadn't noticed the name was backwards before: https://github.com/thwill1000/mmb4l/blob/main/src/fonts/Font_8x6.h - not my doing, from the original MMBasic source.

Tom
 
Posted: 08:55pm
09 Aug 2026
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thwill
Guru


Anyway Claude Sonnet 5 (Low effort) succeeded with a bit of kicking and access to the font reading and glyph rendering code from MMBasic:
microserif6x8.zip
 
Posted: 11:55am
10 Aug 2026
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Martin H.
Guru


  thwill said  Font 7 is this one, hadn't noticed the name was backwards before: https://github.com/thwill1000/mmb4l/blob/main/src/fonts/Font_8x6.h - not my doing, from the original MMBasic source.

That’s right, it’s 8x6, but we’re looking for 6x8. According to the Picomite manual, Font uses the 6x8 format.


  thwill said  Anyway Claude Sonnet 5 (Low effort) succeeded with a bit of kicking and access to the font reading and glyph rendering code from MMBasic:
microserif6x8.zip
Great, so it worked out in the end after all, and my painting wasn’t quite for nothing  
Cheers
Martin
Edited 2026-08-10 22:12 by Martin H.
 
Posted: 01:13pm
10 Aug 2026
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thwill
Guru


  Martin H. said  
  thwill said  Font 7 is this one, hadn't noticed the name was backwards before: https://github.com/thwill1000/mmb4l/blob/main/src/fonts/Font_8x6.h - not my doing, from the original MMBasic source.

That’s right, it’s 8x6, but we’re looking for 6x8. According to the Picomite manual, Font uses the 6x8 format.


I was referring to the fact that the filename "Font_8x6.h" suggests it contains an 8x6 font whereas it clearly contains a 6x8 font. The same file exists in the PicoMite source repository.

Best wishes,

Tom
 
Posted: 01:14pm
10 Aug 2026
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thwill
Guru


  Martin H. said  Great, so it worked out in the end after all, and my painting wasn’t quite for nothing  


Yep, thanks for doing it, not sure I'm going to use it as the default font in my adventure game but it is there as an option.

Tom
 
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