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Forum Index : Microcontroller and PC projects : Fonts for Mites
| Author | Message | ||||
| thwill Guru Joined: 16/09/2019 Location: United KingdomPosts: 4394 |
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 MMBasic for Linux, Game*Mite, CMM2 Welcome Tape, Creaky old text adventures |
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| Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1519 |
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. 'no comment |
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| thwill Guru Joined: 16/09/2019 Location: United KingdomPosts: 4394 |
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 MMBasic for Linux, Game*Mite, CMM2 Welcome Tape, Creaky old text adventures |
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| Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1519 |
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. 'no comment |
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| thwill Guru Joined: 16/09/2019 Location: United KingdomPosts: 4394 |
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 MMBasic for Linux, Game*Mite, CMM2 Welcome Tape, Creaky old text adventures |
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| thwill Guru Joined: 16/09/2019 Location: United KingdomPosts: 4394 |
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 MMBasic for Linux, Game*Mite, CMM2 Welcome Tape, Creaky old text adventures |
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| Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1519 |
That’s right, it’s 8x6, but we’re looking for 6x8. According to the Picomite manual, Font uses the 6x8 format. ![]() 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. 'no comment |
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| thwill Guru Joined: 16/09/2019 Location: United KingdomPosts: 4394 |
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 MMBasic for Linux, Game*Mite, CMM2 Welcome Tape, Creaky old text adventures |
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| thwill Guru Joined: 16/09/2019 Location: United KingdomPosts: 4394 |
![]() 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 MMBasic for Linux, Game*Mite, CMM2 Welcome Tape, Creaky old text adventures |
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