Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 21, 2011 9:31:26 GMT -5
There was a relevant post here but I can't grasp some of the details: devster.proboards.com/index.cgi?action=display&board=basiegaxorz&thread=589&page=1First off, TheMVRules advises Windfont for creating new BasiEgaXorz fonts but I SWEAR it seems to just convert Windows fonts to a bitmap at. Again, this is because I'm confused. When Windfont rips a Windows font it can save that output but I have NO idea what program could let me edit it. Second, Tom Maneiro advises normal multi-color tiles can be swapped the default font but I didn't catch: A. What program and formatting do you use to draw the new font. B. What would the BasiEgaXorz line look like that would import said tiles to the default font? I see this line from the BasiegaXorz manual for LoadTiles: Syntax: LoadTiles <Tile Data Label>, <Tiles Count>, <Tile Destination in Video Memory>, [Tile Source Offset from Label] Does that mean: LOADTILES NewFont, 255, 0, NO IDEA WHAT THIS PARAMETER IS I'd guess the first parameter is the label for the imported new font so I chose "NewFont" I think the default font has 255 entries to coincide with IBM ASCII characters so I guessed 255 I read from the BasiEgaXorz manual that the font starts at the beginning of VRAM so I assumed 0 would be the start value No idea what the last parameter does. Shouldn't the offset be calulated from the label for the new font data statement?
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 23, 2011 10:56:37 GMT -5
Just to add some further information to aid anyone trying to wrestle with font changing: I found the vidatafile can be used to load a picture in an undocumented file format called .DAT Haven't found any posts or utilities to make/convert to .DAT Once the test_pic1.dat was loaded from the LAKABAJO example I was able to "loadtiles tiles1, 255, 0" and it *seemed* to work. Meaning the font *appeared* to be more than 4 colors. I guess the last step is finding a way to make my own .DAT images. Any clues would be highly appreciated! Here is the load tiles as fonts code I am using. I did not include the LAKABAJO example as most peeps must already have it hanging around.. Attachments:
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 23, 2011 11:28:37 GMT -5
The file extension doesn't matter. The only thing that matters is the BIN keyword with the VIDATAFILE command ( which means that the file is expected to be in binary format ). You can call your file "font.wtf" and it'll still work. ImaGenesis can export to binary format ... And I personally like CBFG to convert fonts into bitmaps. Although there aren't all that many retro fonts in TrueType / OpenType format. Microsoft Paint, Adobe Photoshop or FontStruct are some of the options for creating your own bitmap font.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 23, 2011 12:04:04 GMT -5
Thanks for the clarification moon!
You hear that kiddies? .DAT images in the examples folder are really just the Export Tile Data -> Binary in ImaGenesis! (Correct me if I'm wrong)
So, one mystery down. Now I have to figure out how to get the transparency color working once I replace the font with tiles. If you notice in the code I attached the plane B doesn't show at all.
UPDATE: I noticed the presta.bin font mentioned in the earlier font topic in my very first post here works. As in, even though the viddatafile command is interpreting it as a 4bpp tile strip BOTH plane A and plane B show just fine..
|
|
oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
|
Post by oompa loompa on May 23, 2011 18:19:19 GMT -5
I don't remember if I documented vidatafile. But it's a command specifically for LAKABAJO games, but it still works on regular cartridges so the same source can be run on anywhere.
The command initializes VRAM with the contents of your file before the main program is run. For LAKABAJO, since we only have 64kbytes of RAM, it saves the user from loading tile data from RAM into VRAM, so now more RAM is available. VRAM is initialized in another bootloader for LAKABAJO.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 23, 2011 22:00:55 GMT -5
Sounds like your modifications for LAKABAJO are a win-win for normal cart/CD based use as well. How do you do it?!? I verified that you do document the viddatafile command but don't specifically explain its advantages. Thank you for the clarification! I tried to find a music playback engine that really works on hardware and my hunch is it ALSO happens to reside in the LAKABAJO example. I just have to dig out my Everdrive for confirmation. While LAKABAJO only plays back one song I'm sure there must be a start and stop command somewhere in there.. Getting back on topic I'm wondering why every picture file I throw into the 0-255 tile space blocks plane b while abusing presta.bin (supposed to be a 1bpp font) lets you see the contents of plane b. I'd love for someone to disprove me and provide the steps they used to prove I'm crazy.. er, besides my obvious overexcitement in using 16 color tiles as a font
|
|
dm613
PooP MonkeeH
Posts: 3
|
Post by dm613 on Jun 3, 2011 21:24:56 GMT -5
After I finally got XBL gold (bought a 12 month subscription card for 40€), me and my friends were playing BC in a party. This guy came to our squad and decided for some reason to get under stairs and start idling there, so we couldn't squad spawn on him. Me and one of my friends were special ops, so we chose to punish him with tracker guns (or whatever those are)... RS GoldTera Account CheapCheap RS Gold
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jun 3, 2011 22:53:26 GMT -5
Awesome, spam
|
|
|
Post by TheMVRules on Jun 18, 2011 11:27:43 GMT -5
Bump: I also use Tile Layer Pro to edit BEX fonts generated by Windfont. You'll need it for some of them. And to create bitmap fonts you can use this
|
|