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Screen Pack Docs? (Read 23211 times)

Started by Just No Point, January 27, 2017, 06:25:27 am
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Re: Screen Pack Docs?
#41  February 22, 2017, 04:44:23 pm
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Curiously enough, some .fnt files when opened in FF3 do show sprites, even though there's no .sff; rather than being one long spritesheet, they're automatically split into individual sprites and given the correct index according to the glyph they represent, unless that glyph is not supported by the ASCII charset 1.0 fonts use.

Looking at the options I don't see anything to adjust kerning. Is this correct?

Spacing = x,y

Use negative values to reduce letter spacing.
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Re: Screen Pack Docs?
#42  February 22, 2017, 04:53:13 pm
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Ah, not in the actual font file. Thank you
Re: Screen Pack Docs?
#43  February 22, 2017, 04:59:04 pm
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What? No, that is in the .fnt file, as well as the .def file.

FNT
[Def]
Size = 3,6
Spacing = 1,0
Colors = 1
Offset = 0,-1
Type = Variable

Or going by Font Factory's interface...
Space between letters:
[ 1 ] [ 0 ]

DEF
[Def]
; This is a bitmap font
Type = bitmap
; Size of font: width, height.  Width is used for spaces.
Size = 3,6
; Spacing between font glyphs: width, height.
Spacing = 1,0
; Drawing offset: x, y.
Offset = 0,100
; Filename of the sff containing the glyphs.  Use sff v2 only.
File = f-4x6.sff

My apologies if I didn't make that clear in my original post :P
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Re: Screen Pack Docs?
#44  February 22, 2017, 05:29:53 pm
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No you're right. I was just looking in the work folder files still. I had even quoted the spacing parameter earlier. I thought all the info would be in the work folder too. This stuff is kinda all over the place!
Re: Screen Pack Docs?
#45  February 22, 2017, 10:58:11 pm
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well, if the fonts are bitmaps, you could add a gap between each character and play with the axis position in the sff

Edit:
Oh yeah, spacing in the definition file, forgot about this option. It's the same one as in FNTv1 files
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Last Edit: February 22, 2017, 11:04:58 pm by XGargoyle
Re: Screen Pack Docs?
#46  February 23, 2017, 04:07:59 am
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Ugh, I guess this was made the old fashion way because I can't edit them in notepad or FF3

Can I get a link to the latest version of Font Factory? Every site I googled seemed kinda sketchy.
Re: Screen Pack Docs?
#47  February 23, 2017, 05:44:51 pm
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Re: Screen Pack Docs?
#48  February 23, 2017, 05:46:27 pm
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Quote
Forbidden

You don't have permission to access /data/downloads/fntf10.exe on this server.

Additionally, a 403 Forbidden error was encountered while trying to use an ErrorDocument to handle the request.

Thanks for trying. JMorphMan was able to get me a copy. I'll upload it to MFG soon.
Re: Screen Pack Docs?
#49  February 23, 2017, 10:28:49 pm
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Odd, the link worked (and still works) fine for me.
But yeah, having a reliable download location outside an archived version of VirtuallTek's website is the better option.
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Re: Screen Pack Docs?
#50  March 02, 2017, 06:06:42 pm
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I'm having an issue I cannot figure out while making a new font. I cannot get the colors correct. I got the transparency working fine. But the palette is simply wrong. And I don't know how to correct it or what I did to cause the issue since there is no pal options in the non sff method.

What does Color Depth do? Changing the value doesn't seem to effect anything.

EDIT: Figured out what's wrong

draw.font = 6,0,0, 300,0,0 had another color changing the fonts in the screenpack!
Last Edit: March 02, 2017, 07:09:41 pm by Just No Point
Re: Screen Pack Docs?
#51  March 07, 2017, 06:52:36 pm
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Are you able to add music to the Continue screen?
Re: Screen Pack Docs?
New #52  March 28, 2017, 09:08:04 am
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Are you able to add music to the Continue screen?
no you cant. but you can add sound with in the mugen character.
also about more info on font

when your adding a font for the Continue Screen the path need to be located on the fight.def and not on the system.def
here I show you what I Mean and I try my very very best to explain in text but anyone is welcome to help incorrect some my wording. its hard for me to explain all in details but I do the best I can with out messing up my words haha

Also about the color change on the font only work on title screen, versus screen, victory screen select screen, continue screen and also lifebars. you can change the color on any font setting on system def and lifebars :D

also here a reminder as well. The true type font on the mugen 1.0 software you can be resize and make big and small but you cant space between them for some odd reason. I should know I try may way to tinker with it and I could never get to touch each other. so I don't know the trick on that one at moment. but as for bitmaps
you can use the Spacing = 0,0 by spacing each letter on the def

also here another remind that the font on Continue screen running on the Fight.def and not on the System.def another the path font for the Continue screen is threw Fight.def

if you go to the mugen1 folder on the data directory  and find the fight.def you see font1 = enter48.def
here screen shot of continue screen running enter48.def on the fight.def


[Files]
sff = fight.sff
snd = fight.snd
font1 = enter48.def <<<<<<<<<<<<<< this guy located here
font2 = num48.def
font3 = name14.def
font4 = num1.def
fightfx.sff = fightfx.sff
fightfx.air = fightfx.air
common.snd = common.snd



now let say  I want to change the font with different  one ?
I can use True type font or make my own bitmap design

Here True type font when its replace with
[Files]
sff = fight.sff
snd = fight.snd
font1 = Square1.def <<<<<<<<<<<<<< this New guy been replace with enter48.def
font2 = num48.def
font3 = name14.def
font4 = num1.def
fightfx.sff = fightfx.sff
fightfx.air = fightfx.air
common.snd = common.snd




but if I want to add my own bitmap sprite for the continue screen I have to use the ASCII character set are supported by bitmap fonts chart that located here
http://www.elecbyte.com/mugendocs/fonts.html#ascii-character-reference

and set the bitmap sprite as the Index number the Letter C is  0,67  the letter Y is 0,89 and the letter N is 0,78
with bit of a manipulation and go by the ASCII character chart
you can set the Contiue screen like this

;Continue screen definition
[Continue Screen]
enabled = 1               ;Set to 1 to show continue screen, 0 to disable
pos = 320,120          ;Position
;***Known issue*** The display elements below use the fight.def resources
;instead of the ones defined in this file.
continue.text = "C" <<<<<<<<<<<<<<<<<<<<<<<<<<< i used the Capital letter C
continue.font = 3,0,0
continue.offset = 0,0
;Inactive and active (selected) YES/NO text
yes.text = "YES"
yes.font = 7,0,0
yes.offset = -80, 60
yes.active.text = "Y"  <<<<<<<<<<<<<<<<<<<<<<<<<<< i used the Capital letter Y
yes.active.font = 6,0,0
yes.active.offset = -80, 60
no.text = "NO"
no.font = 9,0,0
no.offset = 80, 60
no.active.text = "N"  <<<<<<<<<<<<<<<<<<<<<<<<<<< i used the Capital letter N
no.active.font = 8,0,0
no.active.offset = 80, 60

To make my bitmap look like this



How ever the bitmap have down side of thing... and that is you cant use *Size =* instead you have to use *scale =* method for some part for the screen pack. when dealing with bitmap sprites :)

okay so the continue bitmap sprite is too big but I cant use *Size =* instead you have to use *scale =* method
by adding this code text commad

continue.text = "C"
continue.font = 3,0,0
continue.scale = .5,.5 <<<<<<<<<<<<<this guy here :D
continue.offset = 0,0

I made the continue bitmap sprite small


 :D with a bit of understanding the ASCII character chart you can make any bitmap font to show on the Continue screen or any part of the screen pack

Last Edit: March 28, 2017, 09:28:16 am by OldGamer