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Discussion

General discussion to the website. Please, keep it to the point, within laws, and be kind. Thank you.

2011-08-12 20:25:53 0admin

900 fonts and counting...

2011-08-02 01:20:13 0admin

850 fonts and counting…

2011-07-13 16:46:28 0admin

After a months long period of basically no activity I've found some additional font pictures from Amiga and Atari-ST games and demos so I will gradually start converting and uploading them to this site.

2010-02-06 01:29:54 0van burden

...and happy day to You, armin! :-)

2010-01-20 22:53:28 0armin

hey fucker it is not work just shit !
where is unicode support u basterd

2009-11-02 16:15:46 0admin

Steven: Yeah, I gotta think it all through, hmm... The unicode support should be done by denominating each character not by one byte but rather a string, capturing its name, or a unicode code. And yes - alpha channel shouldn't be embedded but rather separate (but not taking the file space neither). So, I guess, it may (optionally) follow after the bitmaps definitions. Updated editor is in progress (but stopped on some trivial bug in saving... Delphi code, btw).

So, You may already suggest it - the problem is, nowadays I happen not to have too much time (or zest, as I deny to admit) investing in it. :-(

However, I don't mind passing the code to some one else with enthusiasm to keep developing.

2009-10-26 12:46:08 0Steven

Hmm unicode support would be nice, I'm not sure how good alpha would be (mind you I'm comming from the point of a DS homebrew developer here where pixel plotting is a slow process), but adding some form of compression would be nice - even if it was only for the mono coloured fonts. Thinking a bit more about the alpha bit, it would be useful to an extent, but you would have problems as there is one font that uses a 256 palette entry (402). An updated font editor would also be nice, I'm currently using a small utility to convert bitmap files to bmf files, with a lot of assumptions on the font glyph data. Sorry for all this talk about DS specific uses of the font, but that's where I'm currently using the fonts that are on this site.

2009-08-07 16:17:06 0admin

oggzee: exactly - i was even planning to implement it just like that, but somehow it didn't happen (perhaps because i was so lazy) ;-)

however, nothing prohibits me to design version 2.0 of this format, to include both the transparency and some other things (like unicode characters, for example).

you seem to be interested, i'll write you.

2009-07-28 15:44:22 0oggzee

If max colors used is 32 that means only 5 out of 8 bits for character data pixels are used, right? That leaves 3 bits unused, which could be used for the alpha channel. 3 bits would give a scale of 0-7 which should be good enough for antialiasing...

2009-07-28 13:37:26 0oggzee

It's a pitty BMF fonts don't carry alpha/transparency info as it would allow for proper antialiasing. A lot of fonts here are antialiased to a black background and so they are not suitable to be used over a colored background. The shades of grey could be extrapolated to the alpha channel, but since some fonts are actually colored, that can't be done automatically and reliably for all the fonts... Of course changing the BMF format is out of the question as well i suppose ;)

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