Difference between revisions of "SAGA/Datafiles/Bitmap Font"
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Revision as of 19:52, 8 May 2007
SAGA Bitmap Font Format
Resources R#0, R#1, and R#3 are bitmap font resources.
R#3 is the small game font, R#1 is the medium game font (used for character dialogue) and R#2 is a large, "weather-worn" font that is apparently unused in the game.
Bitmap font resources begin with a header.
ITE_FONTHEADER
Type | Order | Name | Description |
INT16 | LE | c_height | Maximum character height |
INT16 | LE | c_width | Maximum character width |
INT16 | LE | row_length | Font data row length (in bytes) |
Next follows a table of 256 of the following:
Type | Order | Name | Description |
INT16 | LE | index | Byte index into character data |
Followed by a table of 256 of the following:
Type | Order | Name | Description |
BYTE | LE | width | Character width |
Followed by a table of 256 of the following:
Type | Order | Name | Description |
BYTE | LE | flag | Unknown character flag (either 0 or 1) |
Followed by a table of 256 of the following:
Type | Order | Name | Description |
BYTE | LE | tracking | Character tracking value |
Followed by a block of (row_length * c_height) bytes of font data.
If char *font_data points to the beginning of the font data block, then the following formula will access the data for a particular character:
font_data + (row_length * y)
where y is the row value; each character has c_height rows. Each character is ((width - 1) / 8) + 1 bytes wide. A set bit corresponds to a set pixel.