On Sat, Mar 7, 2009 at 10:04 AM, <subvers...@hamsterrepublic.com> wrote:
> teeemcee > 2009-03-07 07:04:11 -0800 (Sat, 07 Mar 2009) > 1392 > Complete text rendering rewrite. Adds fonts: > -A font can be one or two layers. The bottom layer is drawn first for the > whole string, then the top one. This is to let shadows and effects like > edgeprint for neighbouring characters overlap. Edgeprint now draws a string > twice instead of 5 times. > -Each character can be a variable width > -Each sprite for each layer for each character can be any size, placed in > any position relative to the character, and use 256 colours. So you can add > huge graffiti like tails and things which extend all over the place. > > There are two fonts currently loaded for each game: the base game font, and > the game font plus edges. To try out new font features at the moment need to > use hardcoded fonts, modify setfont. font_loadbmps is there for this. > > The font code is incomplete, eventually it should have more support for > palettes and colour manipulation, multiple fonts, and font effects like > shadows and gradients. > > I also changed the way Frame masks act. 0x00 is now transparent and 0xff is > opaque, instead of the other way around. masks are also now optional for > transparent blitting using draw_ohr. I believe there are only two places > where they are actually needed: enemies fading out, and scaled blitting > (sprite_draw). Everything else could now be changed to use half as much > memory. However, fonts are the only thing taking advantage of this at the > moment. Question: is this awesomeness possible without getting the source and compiling it manually? It's just that I'm stuck with a shared computer (mine's inaccessible at the moment), so I want to make as small an impact on it as possible. ^^;
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