Mar 21, 2012

Digger.NET in development, part 2

As mentioned in previous post I've started by convertion graphics data to real graphics file format. The easiest part was symbols data, i.e. game font. The result is as follows:













This is a 192x192 image (16x16 symbol grid), there symbol is located based on it's ASCII code value.

The symbol data was a simple single bit per pixel, there each pixel was half of the byte. For examle symbol A was represented as follows:

A
0x00 0xff 0xff 0xff 0x00 0x00
0x0f 0xff 0xff 0xff 0xf0 0x00
0x0f 0xf0 0x00 0x0f 0xf0 0x00
0x0f 0xf0 0x00 0x0f 0xf0 0x00
0x0f 0xf0 0x00 0x0f 0xf0 0x00
0x0f 0xff 0xff 0xff 0xf0 0x00
0xff 0xff 0xff 0xff 0xff 0x00
0xff 0xf0 0x00 0x00 0xff 0x00
0xff 0xf0 0x00 0x00 0xff 0x00
0xff 0xf0 0x00 0x00 0xff 0x00
0xff 0xf0 0x00 0x00 0xff 0x00
0xff 0xf0 0x00 0x00 0xff 0x00


Initial A is a header the rest is the symbol data. Full symbol data file can be viewed here.

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