Amstrad CPC ASCII 8x8 Charset (Basic Latin + More Latin, complete) Added chars not inc luded in original Amstrad CPC charset. WARNING: no updates, use best http://fontstruct.com/fontstructions/show/amstrad_cpc_correct that correct my errors :)
Recreation of the pixel font from Serge Payeur/Ubisoft's "Peur sur Amityville" (1987) on the Amstrad CPC.
Note the inclusion of the "square root" character, which is used as part of the story. The original game seems to only include the lowercase "é" and "è" diacritics (and they both look the same, with the accent just being a horizontal line above the letter). In this recreation, I expanded this to include "ê" and "ë", and to apply the same approach to the lowercase accented "a", "i", "o", "u", and "y". Lastly, this recreation includes a "ç" character, which was absent from the game.
Apart from these additions, only the characters used in the game have been included.
Recreation of the pixel font from Codemasters' "Rockstar Ate My Hamster" (1988). Slightly expanded with a few additional custom characters not present in the original game.
Edited (11/2016) to fix some of the characters, based on a more accurate source (C64 emulation of the game) and to include the "BLACK LARGE SQUARE" (U+2B1B) unicode character.
Recreation of the large pixel font from Julian Gollop/Target Games' "Laser Squad" (1988) on the Amstrad CPC, ZX Spectrum, Commodore 64, and MSX.
This font is simply a double-height version of the regular font.
Only the characters present in the game's tile set have been included.
This is a clone of Laser SquadRecreation of the pixel font from Gargoyle Games' "Tir Na Nog" (1984) on the ZX Spectrum.
Note on the Spectrum and C64 version, the font defined in the game includes uppercase letters (not used in the game), as well as special characters and punctuation. In the Amstrad CPC version, only the lowercase alphabet is present, and any other characters (numbers, punctuation, etc) are pulled from the standard Amstrad system font.
The same font was reused in the prequel to this game, "Dun Darach" (1985).
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Mastertronic's "Spellbound" (1985) on the Amstrad CPC, ZX Spectrum, and Commodore 64.
The same font was reused (with a few minor changes to punctuation/special characters) in the sequels "Knight Tyme" (1986) and "Stormbringer" (1987)
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Gargoyle Games/Elite Systems' "ThunderCats - The Lost Eye of Thundera" (1987) on the Amstrad CPC and ZX Spectrum.
The same font was also used in Gargoyle Games' "Hydrofool" (1987).
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Binary Vision/Palace Software's "Stifflip & Co." (1987) on the Commodore 64, Amstrad CPC, and ZX Spectrum.
Note the special characters, mapped to U+2318, U+269B, U+26A1, U+2733, and U+AA5C.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from MD Software/Activision's "Knightmare" (1987) on the Amstrad CPC and ZX Spectrum.
This is yet another use of the same font I first stumbled on in the "Dizzy" games, with slightly different punctuation marks/special characters. This time at least, there's a connection to "Last Ninja 2" (which also uses this font), as they're both by the same programmer, Mev Dinc.
Only the characters present in the game's tile set have been included.
This is a clone of Dizzy III - Fantasy World Dizzy