Name | Author | Game Mode | Rating | |||||
---|---|---|---|---|---|---|---|---|
Jazz Graphics Pack | Doubble Dutch | JJ1 Level | 8 |
----------------------------------------------- Jazz Jackrabbit font importer\exporter ----------------------------------------------- --------------- Usage: --------------- EXPORTER: -The directory must contain 'dis.000' and a font file to read from. No files wll be overwritten; the JAZZ directory is the best place -Enter the name of the font file you wish to extract -Data will be exported as an 8-bit 320x200 bitmap with a name based on the name of the font IMPORTER -The directory must contain a 320x200 bitmap to read from. Files will be overwritten if they have the same name as the ouput file -Enter the name of the bitmap to read from and the format you want to save as. A font file will be created --------------------------------- Notes: --------------------------------- Input bitmaps must be 8-bit, 320x200 There are two types of font, normal and 'FONTS.000' The extracter will automatically treat any file ending in '.000' as a FONTS.000 format, the importer will ask you what format you want to save a bitmap in. Characters to be written must start at 4,4 horizontal and/or vertical, else they will be ignored The first two lines of the outputted bitmap encode the horizontal and vertical spacing between letters. If these are blanked (Not shown in your input bitmap) you will be asked what values you want for them. Unless you know what you're doing, best to keep the default values. FONTS.000 bitmaps don't need h/v spacing lines since this font doesn't use them. FONTS.000 characters must be multiples of four across (4, 8...) or problems will occur. This is due to the way the characters are stored. Characters can be any distance apart, so long as the tops of each linea are lined up. The color found in the lowest right corner of the bitmap will be assumed to be the background color seperating characters (By default this is color 255.) Characters must be rectangular or bits will be cut off. Fonts seldom use more than 32 colors, and usually 16. The palette used in extracting the fonts is special and it is suggested you only use the colors you have been provided with on extraction since fonts are adjusted by Jazz depending on what they are currently being used for. If you want to change the palette used, rename 'dis.000' to a bitmap file, it will be 256 colors which you can edit with the program of your choice. Beware though that I do not know how Jazz alters the font colors when fonts are displayed and so your editing may have unpredictable results. FONT2 is the small font used in Jazz movies (0SCs), FONTBIG is the big font for movies, FONTINY I don't know the use of, FONTMN1 and FONTMN2 are the main fonts, used in the 'Now approaching' and menu sequences respectively. FONTS.000 is used for in-level text. --------------------------------- Font formats: --------------------------------- -*.0FN Header [Digital Dimensions $1A, 19 bytes] Horizontal space [1 byte, space between characters] Vertical space [1 byte, space between characters] Blank [Two bytes] -CHARACTERS: Header [Two bytes, uncompressed character size + 4] Size of RLE block [Two bytes] RLE block [Two bytes character width, two bytes character height, then pixel data] #Default fonts contain blocks of $00 that break up the font, they are useless, but may cause problems #with extraction. -FONTS.000 Number of characters in font [Two bytes, default is 37, 'extra' characters are not displayed in-game] -CHARACTERS: Row number [Two bytes, width of character \ 4] Height [Two bytes, height of character] Size [Two bytes, height * row number] Spacer [Blank, two bytes] Pixel data as follows: 1,1 5,1 9,1... 1,2 5,2 9,2... ... [Size from end of header] 2,1 6,1 10,1... 2,2 6,2 10,2... ... ... [End of character, total space = height x width + 10]
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