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Subject: Re: [PATCH] loadable fonts finally fixed

Re: [PATCH] loadable fonts finally fixed

From: Eric Linenberg <>
Date: Sun, 15 Sep 2002 23:32:23 -0400

I committed the changes so the new fonts can be check out and worked
on as soon as possible. Here are some things I noticed.

-- with the large fonts menus need to scroll too (the large fonts look
GREAT by the way)

-- all the space icons have dots. (I assume to give them width, but
this is kind of annoying

-- the game still use the built in fonts. The debug screen and others
should use these fonts too (maybe the menus?)

-- the built in font is quite ugly (we all know this)

-- on larger fonts, scrolling does not work in the directory browser
for items that are not "long enough"

-- items like the channel menu, credits screen, etc. need to scroll
with larger fonts.

-- nice idea! what about a font browser selection menu (now we have
.eq , .wps , and .fnt files (make it so my nearly blind granpappy can
see the fonts without having to load a new font on the computer)

-- quick screens (Fx/ON + buttons) are impossible to read with large
fonts (use the built in font here)

-- wormlet menu screen loos improper with large fonts

-- nice idea! if font loading get impemented, then you can load a VERY
large font, and a custom WPS to use it (such as a 1 line .wps with
Artist - Song and then it is GREAT for car use, biking use, and
anywhere where you just need a quick glance at it or have to pay
attention to something else.)

that is all for now. keep up the incredible work.


GH> Daniel,
GH> The following patch makes loadable fonts actually work (finally!).
GH> It took me quite a while, but I finally figured out why the sim
GH> worked and the target didn't: the SH1 processor won't read
GH> longwords from a shortword alignment... I had to rev the .fnt
GH> file to version 1.1 (requires remaking *.fnt files) in order
GH> to fix this. Please apply the following patch completely.
GH> It's diffed against the latest CVS.

CUT Message
Received on 2002-09-16

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