Arcane Jill wrote: > 0x80 if I remember correctly.
I know you've already corrected yourself, realizing that you were thinking of the extended-ASCII character set used by the ZX Spectrum (TS 2068, IIRC), but just to finish this thought: > There were sixteen block-graphics characters, remember? They each were > subdivided into four quadrants, each of which could be either black or > white, according to the low order four bits of the codepoint. The > all-white block-graphics character was visually indistinguishable from > space, but was NOT space. I remember them well (and have a reference beside me anyway :). The block-graphics characters could be inverted by adding 0x80, which means that 0x80 was actually a solid *black* box. This had an especially weird effect when juxtaposing the "gray boxes" 0x08 and 0x88, which were both U+2592 but of opposite polarities, so they didn't line up properly. This was used to advantage in some games to create a rough-looking texture. > Of course ZX80 characters did not, in general, have properties, but > line breaking algorithms looked for character 0x00, not character > 0x80, and so graphic-space behaved like a non-space, not like a space. I'm sure they existed, but I can't remember anything sophisticated enough to be called a "line breaking algorithm" in the ZX8* environment. -Doug Ewell Fullerton, California http://users.adelphia.net/~dewell/

