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.
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.)
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:
 - - --- --- ***
| | |/| | | | |\ /| * *
-* - - - --- ***
| | |/| | | | |/ \| * *
- - --- --- ***
8 9 10 11 13
edit: argh whitespace
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?
I used these 7-segment tiles for the scoreboard in ZapPing.
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.
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.)
What's 15sd? Google turns up irrelevant results.
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
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