Talk:BIGLETS.DAT

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The bitmaps contain quite a bit of whitespace at the edges. However, they are drawn in the Game with accurate kerning. These kerning tables are hardcoded in the executable. This prevents any replacement for this font from looking correct without hex editing the executable, or carefully matching the edges of the characters with the old font. - Darkfred 10:52, 25 May 2007 (PDT)

Are you sure on this? My map editer (which uses this font) seems to provide a fairly accurate reproduction of the usage by checking the actual length of each character to see where the next one should be placed.
Does a substitute character table really mess up the games use of the font? - Bomb Bloke 04:24, 9 June 2007 (PDT)
I am certain that there is a hardcoded kerning table. I have its exe location written down at home. I don't know exactly how it is used, but it appears to be 4 bytes for left edge positions then 4 bytes for right edge positions for each character. For instance a hypothetical A would have (3, 2, 1, 1),(4, 5, 6, 6). Checking this at runtime must have been too expensive for the machines this game was originally targetted at, note the table is only 4 pixels high so it goes even quicker. I have not played around with this much as my interests lie in game logic. As for replacing the font, As long as it is similar it will work passably well. However large changes cause the edges of characters to overlap. If you have an interest in modding this send me some contact info and I will help you out. --Darkfred 13:33, 10 June 2007 (PDT)
Well, I wouldn't have a use for the table, but any documentation helps in finding other bits of data (narrows the field, so to speak). It'd be great to see it in the executable pages if you've got the time. - Bomb Bloke 18:40, 10 June 2007 (PDT)