Recreation of the pixel font from Namco's "Splatterhouse 2" (1992) on the Sega Mega Drive / Genesis.
This recreation uses the special TTF+SVG format, which currently has limited support.
Only the characters present in the game's tile set have been included.
This is a clone of Splatterhouse 2Recreation of the alternate small pixel font from Nintendo's "Super Metroid" (1994) on the SNES.
The numbers are used in the game itself (for the energy, rocket, and bomb counters). The letters are used for the end credits.
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
Note that the "Q" and "Z" didn't feature in the credits, so they're my custom additions.
Apart from these, only the characters used in the game have been included.
This is a clone of Super Metroid (Small Alt) (SNES)Recreation of another small pixel font variant from Square/Nintendo's "Super Mario RPG: Legend of the Seven Stars" (1996) on the SNES.
This font is used in the credits sequence at the end of the game.
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
Only the characters present in the game's tile set have been included.
This is a clone of Super Mario RPG (Credits)Recreation of another large pixel font variant from Square/Nintendo's "Super Mario RPG: Legend of the Seven Stars" (1996) on the SNES.
This font is used in the credits sequence at the end of the game.
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
Only the characters present in the game's tile set have been included.
This is a clone of Super Mario RPG (Credits) (Large)Recreation of one of the pixel fonts from Beam Software/Playmates Interactive's "Jim Lee's WildC.A.T.S.: Covert Action Teams" (1995) for the SNES.
This font is used primarily for the enemy names during the game.
This recreation uses the special TTF+SVG format, which currently has limited support.
Only the characters present in the game's tile set have been included.
ZX82 ABCDEFG: a bicolor drolatique font generator
[dpla's ZX Spectrum edition – version 1.0 or ROIAOAIO]
294 visible text characters, in 'Extended ASCII' (U0020-FF) and a few beyond.
7 code pages (CP) to switch from, and 48 cells left unassigned (in CP 4 to 6).
Feel free to add your private glyphs, provided you retain the original mapping;
you may replace them with invisible formatting controls (e.g. for animations).
The CP switches are 7 visible control characters, applied once or indefinitely,
that is: K/B/R/M/G/C/Y → temporary; KY/BY/RY/MY/GY/CY/YY → permanent.
Please, bear in mind that my main mapping (CP 0) is based on our 6 vowels,
contrary to A-Z substitutions (like David B. Kelley's "6-Color Binary Alphabet").
This implementation uses 7 colors in ascending RGB on a white background
(hence my title: a 8-bit allusion to the ZX Spectrum Ink and Paper on screen).
Example: "Hello·world!" = "BY K RM RK MM MM GK •CR GK GM MM BM KK"
where the letters = their abbreviated color (0-6), and 'Space' / "•" = White (7).
Typically on a display, you can resort to a pair of characters (any block / bar)
but you can use the material of your choice (e.g. balloons, the air being "W"),
even derivate in color (symbols), size (micro), view (vector, 3D), language…
Script & mapping: copyright © 2014-2018 dpla; else: under CC BY-NC-SA 4.0.
dpla.fr/fonts/7-color
This font combines two simple ideas and puts them together. Braille and color theory.
I had a long time been holding on to this font (about 2 years) but decided that maybe someone out there would like it. Its complicated, in a way, but can end up being the most compressed "barcode" I have ever seen. (With the average letter taking up approximately 2 pixels when used in its "second form" but we will get into that later.
As with many of my fonts, is rooted in braille. So a knowledge in braille is neccesary. (Braille is very very easy to learn)
So heres the nuts and bolts. Lets take a 3 letter word in braille, say, "ice"
o| oo| o
o | | o
i c e
in of itself it takes three braille spots, but, what if we were to use color theory to compress it?
the first letter would be red, the second in yellow, the third in blue? You could have them occupy the same place and have no loss of information! Anywhere red overlapped the yellow, it would be orange, anywhere yellow overlapped blue it would be green! etc.
so, "Ice" could now be expressed as
green, orange
red, blue
The word "Ice" is conveyed in a 2x2 packet of colored pixels!
Which brings me to my font. "Rybian" (a play on words of "RedYellowBlue-ian" is a colorless way of expressing that same form.
red is a horizontal line
yellow is a circle
blue is a verticle line
so, logically, orange would be a circle with a horizontal line in it
green would be a circle with a verticle line in it
purple would be a verticle and horizontal line