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PostPosted: Mon Aug 04, 2014 11:52 pm 
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An odd effect of procrastination on programming seems to be that I make more fonts and spritesheets...and compression methods. Here are some of them.

On this (augmented) 7-segment-display version, the U and V (and u and v) are bugging me as to which is which, but I'm not sure how to fix them in a way that still adheres rigidly to the restricted pixel options. Suggestions would be welcome. The colors are to indicate where the pixel segments break; the decompressed versions are intended to be as the black on white (or similarly monochrome. Possibly with a dropshadow, that's easy enough to add on decoding.) I never thought I'd find octal useful.
Interestingly, reducing the pixel-segments to single pixels makes for a decent font on its own with very few alterations. (They're the usual troublemakers N,M, and W.)

The other is simply a pattern for filling a CHR page (Don't do this by hand, please) to simply displays which value the tile is, along with which palette is selected- the pixels underneath the number will show in binary which palette is selected, if you set up the palettes correctly. I suspect some alteration to the finished product is in order so as better to delineate tile boundaries. Feel free to use this one, even without credit; it is too simple a thing.


Attachments:
File comment: A pattern for dumping VRAM et alia.
debugdump.gif
debugdump.gif [ 126 Bytes | Viewed 2421 times ]
File comment: 7+8 segment display font
15sd.png
15sd.png [ 954 Bytes | Viewed 2421 times ]
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PostPosted: Mon Aug 04, 2014 11:55 pm 
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Last for now, musical staff tiles, which you may also feel free to use, preferably with a credit. It's a work-in-progress. The eight-sprite limit will mean trouble if used horizontally. Interestingly, it would work fine going vertically- you have four channels, if each uses a dot and stem sprite, then you still only have eight sprites in your line even when all channels have a note. Several of the tiles (the repeat signs in particular) are redundant from a system on which you can mirror BG tiles. As it may not be perfectly obvious how to assemble the staff and ledger lines from how I crammed it in there, I have made an example, coloring repeat tiles blue. (Unfortunately, this put me over the three-attachment limit, therefore the double-post. Apologies.)


Attachments:
File comment: Musical Notation tiles
musicgr.png
musicgr.png [ 459 Bytes | Viewed 2419 times ]
staffassemblydemo.png
staffassemblydemo.png [ 357 Bytes | Viewed 2419 times ]
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PostPosted: Tue Aug 05, 2014 1:56 am 
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You might find these wikipedia articles useful: Seven-segment display - Fourteen segment display - Sixteen segment display - Nine-segment display - Seven-segment display character representations.

I've also seen various other eight-, nine-, ten-, eleven-, and thirteen- segment displays:
Code:
&nbsp-    -    ---    ---  ***
| |  |/|  | | |  |\ /| * *
 -*   -    - -    ---  ***
| |  |/|  | | |  |/ \| * *
 -    -    ---    ---  ***
 8    9     10     11   13

edit: argh whitespace


Last edited by lidnariq on Tue Aug 05, 2014 3:22 pm, edited 1 time in total.

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PostPosted: Tue Aug 05, 2014 2:03 pm 
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Hmm...thanks for the articles; I'd looked at the 7sd and character-representations-in-7sd but not 9, 14, or 16. Do these U and V (top) look like U and V respectively? I suspect the V is going to remain slightly confusing even with the corner.

Diagonal segments force the edges to be narrow, which takes it a bit away from the segment-display aesthetic...and general aesthetic. But perhaps it's a mug's game to be trying to get it down to 8x8. At 16x16 one can just give all the segments tapers. Or even 12x16. But one doesn't have much room on the NES screen.

Which is why I was amused to see that most of the data for the way I implemented the segment font make for a pretty good 3x5. Not perfect, so it was tweaked, and I figured if one is already having to compose characters, one might as well go for full variable-width, so alternates were composed.

I'd also created a number of numeral types, for a game I haven't gotten around to implementing. However, as I am unfamiliar with most of their source languages, I'm not entirely sure I preserved the right distinguishing features.Why do attachments add in reverse order?


Attachments:
File comment: Various number systems.
numerals.png
numerals.png [ 1.81 KiB | Viewed 2384 times ]
File comment: A few other thoughts on segments.
segmenttrial.png
segmenttrial.png [ 318 Bytes | Viewed 2384 times ]
File comment: The 3x5 after tweaks. Descenders and odd-width options marked.
tinyfontas3x5.png
tinyfontas3x5.png [ 429 Bytes | Viewed 2384 times ]
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PostPosted: Tue Aug 05, 2014 2:11 pm 
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I used these 7-segment tiles for the scoreboard in ZapPing.


Attachments:
ZapPing_7seg.png
ZapPing_7seg.png [ 243 Bytes | Viewed 2382 times ]
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PostPosted: Wed Aug 06, 2014 12:52 am 
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Myask wrote:
Why do attachments add in reverse order?

There's a "place inline" button if you want to place them more precisely into your post.

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PostPosted: Fri May 19, 2017 3:26 pm 
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Golfing a decoder for 15sd since it was nagging me. A few bytes and the entire charset+codec would be under a page. (Why no account for null terminator of char codes? Because $00 can start either decoder table.)


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PostPosted: Fri May 19, 2017 3:34 pm 
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What's 15sd? Google turns up irrelevant results.


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PostPosted: Fri May 19, 2017 3:39 pm 
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tepples wrote:
What's 15sd? Google turns up irrelevant results.

Maybe it's like a 14 segment display but with a decimal point?
http://www.robotroom.com/AlphanumericDisplay.html


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PostPosted: Fri May 19, 2017 3:54 pm 
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15-segment display. See attachment of first post. Technically it'd be 9 segments, 6 dots, I suppose. And the squished-mode just doesn't line up at all, just aesthetically-following…

ed: found the data tables, my organization is bad. Sticking here for now.
Code:
2B6A   1249   62E7   628E   5BC9   798A   29AA   7249   2AAA   2ACA   2BED   6BAE   3923   6B6E   79A7   79A4   296B   5BED   7417   336A   5BAD   4927   7F7D   6B6D   2B6A   6BA4   2B7A   6BAD   288A   7410   5B6F   5B6A   5F7F   5AAD   5A90   32A6   8000   2C9A   52A5   0EB8   05D0   01C0   0004   12A4   0410   A2EB   49AE   00A2   12EB   ABA2   1490   BACA   49AD   1048   106A   4BAC   0411   01BD   01AD   00AA   EBA0   BAC8   01E4   A88A   0491   016F   016A   017F   DAAD   8ACE   B2A6   0208 [0000 terminator]

top/mid/bot table:
00 02 7C 7E 80 82 FC FE
upper/lower table:
00 06 10 16 C0 C6 D0 D6


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