Recreation of the pixel font from the japanese release of Nintendo's "Zelda no Densetsu: Yume o Miru Shima" (aka "The Legend of Zelda: Link's Awakening", 1993) on the Game Boy.
This font includes a full set of hiragana and katakana characters. In the game's tileset, the dakuten and handakuten are separate tiles, positioned in the line above the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Note that in the original, the "?" and "!" feature very subtle antialiasing. This has been "flattened" for this recreation.
Only the characters present in the game's tile set have been included.
From the Final Fantasy Advance and DS games. Specifically the final version, from FFIV DS. I tried to make it compatible with all languages that use Latin, Cyrillic, and Greek scripts. Plus Japanese Hiragana and Katakana.
If you see problems, let me know.
CHANGES FROM IN-GAME ORIGINAL:
•Added additional letters and diacritics.
•Changed the circumflexed letters to use actual circumflexs instead of inverted breves, so I could add breved letters.
•Used half-pixels to center diacritics over letters.
•Made some diacriticized letters more consistent.
Recreation of the main pixel font from Nintendo's "The Legend of Zelda: The Minish Cap" (2004) on the Game Boy Advance.
This is the proportional variant, as used in the game's intro and dialog boxes.
A handful of characters - ™ trade mark sign (U+2122), ♪ eight note (U+266A), ❤ heavy black heart (U+2764), ▶ black right-pointing triangle (U+25B6) - had very subtle antialiasing. In this recreation, it has been removed. The tileset also includes two different sets of double quotation marks (which are not used in the game itself) - the "fatter" ones have been mapped to heavy double turned comma quotation mark ornament (U+275D) and heavy double comma quotation mark ornament (U+275E).
This font includes a full set of hiragana and katakana characters, with custom glyphs for characters with a dakuten and handakuten. The game itself also uses a series of complex kanji characters (particularly in the introduction). Some of those characters are also wider than the default 8 pixel tiles. These have not been included in this recreation.
Only the characters present in the game's tile set have been included.
This is a clone of The Legend of Zelda: The Minish Cap (Mono)Recreation of the pixel font from Data East's bizarre "Trio the Punch - Never Forget Me..." (1990). Includes an almost complete set of hiragana and katakana. Only the character present in the game's tile set have been included.
Recreation of the pixel font from the japanese version of Activision's "Predator" (1987) on the NES.
This font includes a full set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned in the line above the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
This is a clone of Predator NESRecreation of the pixel font from Sega's "Castle of Illusion Starring Mickey Mouse" (1990) on the Sega Mega Drive.
This font includes a full set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned after the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Capcom's "Willow" (1989) on the NES.
The font includes an almost complete set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned in a line above their respective character. In this recreation, characters that use them are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
There was no glyphs latin on Patrick H. Lauke Redux's font so go check it out: https://fontstruct.com/fontstructions/show/1644314/akumajo-densetsu-nes
I used to clone them, so I can help Patrick Lauke to complete this font with letters on it.
This is a clone of Akumajō Densetsu (NES)Constructed script for a conlang (5x5 version). Katakana keyboard setting required to use.
人工文字は人工言語を為(5x5バージョン)。カタカナキーボード設定は所要に使う。
Pretty much abandoned currently. Do with whatever you will.
Just please give credit, lest the effort go in vein.
Recreation of the primary pixel font from Konami's "Akumajō Special: Boku Dracula-kun" (1990) on the Nintendo Famicom. It includes an almost complete set of hiragana and katakana characters.
Note that in the game, the dakuten and handakuten are rendered as a character on the preceding line, while this recreation includes characters with these diacritics in the correct position in the correct character codepoints themselves - for this reason, the characters themselves are taller than 8 pixels.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font found in the PC Engine / TurboGrafx-16 BIOS with a Super CD-ROM². It appears to be unused, but includes an almost complete set of katakana and hiragana characters. Only the characters found in the BIOS/ROM have been included.
Recreation of the italic pixel font from Capcom's "Dungeons & Dragons: Shadow over Mystara" (1996). This font is very sparingly used in the game - apparently, just for the character names, SP/HP counters, and (partially at least) the inventory ring interface.
This font includes a near complete set of hiragana and katakana characters, as well as a wide range of special characters (such as a full set of zodiac symbols).
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Data East's "Silent Debuggers" (1991) on the PC Engine/TurboGrafx-16.
This font contains an almost complete set of hiragana and katakana characters. In the game's tileset, the dakuten and handakuten are separate tiles, and positioned in the line above the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Apart from these, only the characters present in the game's tile set have been included.
Recreation of the pixel font from Enix's "Dragon Quest" (1986) on the NES, later released in North America as "Dragon Warrior" (1989) (but with a different main font, obviously).
In the game's tileset, the dakuten and handakuten for the hiragana and katakana are separate tiles (with one exception), and positioned in the line above the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Apart from these changes, only the characters present in the game's tile set have been included.
Recreation of the small pixel font from the japanese release of Climax Entertainment/Sonic! Software Planning's "Shining Force" (1992) on the Sega Mega Drive/Genesis.
Compared to the european/north american release, the alphanumeric and punctuation characters are all shifted by one pixel to the left, and one pixel down. The "U" is also different, and the font lacks a lowercase.
This font includes a full set of hiragana and katakana characters. In the game's tileset, the dakuten and handakuten are separate tiles, positioned in the line above the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
This is a clone of Shining Force (Small)Recreation of the pixel font from Compile/Irem's "The Guardian Legend" (aka "Guardic Gaiden", 1988) on the Nintendo Famicom / NES. It combines the characters from the North American/European release and the original Japanese one.
This font includes a full set of hiragana and katakana characters. In the game's tileset, the dakuten and handakuten are separate tiles, positioned in the line above the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Similarly, in the password entry screen the game includes various characters with an umlaut/diaeresis, which are rendered as a separate tile in the preceding line. In this recreation, these have also been pre-combined. The game itself also uses some non-standard combinations (such as a "k" with an umlaut) - these have not been included, as they don't map to any standard unicode character. Lastly, to avoid confusion, the numeral "0" in the password entry screen uses a slash. This has been mapped to the "Latin Capital Letter O with Stroke" character (U+00D8).
Beyond this, only the characters present in the game's tile set have been included.
Recreation of the pixel font from Capcom's "SonSon II" (1989) on the PC Engine/TurboGrafx-16.
This font includes a full set of hiragana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned after the character they relate to. In this recreation, these characters are pre-combined into a single (16px wide) glyph.
Only the characters present in the game's tile set have been included.
Recreation of the hiragana and katakana pixel fonts from Konami's "Akumajō Densetsu" (aka "Castlevania III: Dracula's Curse", 1987) on the Nintendo Famicom.
This font is only used on the title screen, intro story crawl, and dialog boxes - otherwise, the game uses a standard "Nintedoid" type font like https://fontstruct.com/fontstructions/show/676742/nintendoid_1. In contrast, the western release uses a single stylised font throughout - see https://fontstruct.com/fontstructions/show/682911/castlevania_3_1.
In the game's tileset, the dakuten and handakuten are separate tiles, positioned in the line above the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
The game also uses a handful of actual kanji characters - however, due to their limited number and usefulness, these have not been added in this recreation.
Only the characters present in the game's tile set have been included.
Recreation of the primary pixel font from Vic Tokai's "Clash at Demonhead" (aka "Dengeki Big Bang!", 1989) on the NES.
Note that the game features two distinct exclamation marks ... the second/straight one has been mapped to "inverted exclamation mark" (U+00A1).
This font includes a full set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned in the line above the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
Recreation of the main pixel font from Nintendo's "The Legend of Zelda: The Minish Cap" (2004) on the Game Boy Advance.
This is the monospaced variant, as found in the game's ROM and as used in the initial character name entry screens. In game, the font is then used proportionally - this will be provided as a separate font recreation.
A handful of characters - ™ trade mark sign (U+2122), ♪ eight note (U+266A), ❤ heavy black heart (U+2764), ▶ black right-pointing triangle (U+25B6) - had very subtle antialiasing. In this recreation, it has been removed. The tileset also includes two different sets of double quotation marks (which are not used in the game itself) - the "fatter" ones have been mapped to heavy double turned comma quotation mark ornament (U+275D) and heavy double comma quotation mark ornament (U+275E).
This font includes a full set of hiragana and katakana characters, with custom glyphs for characters with a dakuten and handakuten. The game itself also uses a series of complex kanji characters (particularly in the introduction). Some of those characters are also wider than the default 8 pixel tiles. These have not been included in this recreation.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Namco's "Bakutotsu Kijūtei: Baraduke II" (1988).
This font includes a full set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned after the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Quintet/Enix's "ActRaiser" (1990) on the SNES.
This font includes a full set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned on the line above the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
The japanese version of this game features subtly different punctuation. This recreation only includes the punctuation marks from the western release.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from NMK's "Hacha Mecha Fighter" (1991).
This font includes a full set of hiragana characters. In the tile set, the dakuten and handakuten are separate tiles (with one exception). In this recreation, these characters are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Hudson Soft's "The Dynastic Hero" (1993) on the PC Engine - a remake/rebrand of Westone's "Wonder Boy in Monster World" (1991).
The font includes an almost complete set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned vertically above their respective character. In this recreation, characters that use them are pre-combined into a single glyph.
Note the special circled roman numerals "Ⅰ" and "Ⅱ", which have been mapped to "Dingbat Negative Circled Sans-Serif Digit One" (U+278A) and "Dingbat Negative Circled Sans-Serif Digit Two" (U+278B).
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Westone/Sega's "Wonder Boy in Monster World" (aka "Wonder Boy V: Monster World III", 1991) on the Sega Mega Drive/Genesis.
The font includes an almost complete set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned vertically above their respective character. In this recreation, characters that use them are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.