Font copied from Dr. Cain Terminal by nthewhale but with addition Cyrillic font recreated from [RUS] roms
This is a clone of Dr. Cain TerminalA Font inspired from Metal Gear Rising's Ingame HUD/Shop.
References: https://www.gameuidatabase.com/gameData.php?id=341
Cyrillic (Russo, Serb & Ukrainian) - Finished.
More/Extended Latin - More Latin (Completed) Extended Latin A (Completed) Extended Latin B (WIP)
Japanese (Hard) - Scrapped due to Unknown Reason.
Vietnamese - WIP
A wider version of Pixeled, my very first font. Several characters were altered to either look nicer or to prevent confusion with other characters. Unicode Code Points 391-398 include several alternate characters, so you can easily access them if you have a Character Map. This font is 100% free, so you can go ahead and use it even for commercial purposes however and wherever you want.
This one is quite ambitious! A recreation of Metroid Fusion's font. The ones I found online weren't quite exact to the game so I did my best to recreate it. Still a work in progress (working on the Hiragana and Katakana from the game, as well as adding more Latin support and Cyrillic).
Feel free to use, but please credit me :^)
Buttons and console names for retro tracks are in the Private Use Area (starting from U+E000). More "squished" characters (used for Bowser's Castle 2 in french and maybe other circuits because normal characters don't fit in the menu) are in the Halfwidth and Fullwidth blocks (to add later).
i take the undertale/deltarune font and add glyphs that are not from basic latin because everyone always forgets to add them
In the private use area F000-F022 are some chars to help with custom symbols
Operation MXP is a port of 8bitoperator JVE font reworked into a very sharp style.
Contains:
- All original symbols ported, and reworked
- More latin keeping the same style
That's all! Lookin' forward to make the logos.
The Unicode bitmap font from Minecraft, also known as GNU Unifont. The game has a font priority system called "providers" that looks for bitmap data for a specific character in the non-Latin European character set first, then in the accented Latin character set, then in the game's low-res default font, then finally here, in the high-res Unicode character set. You can override this priority system by going into Options... > Language..., then setting "Force Unicode Font" to ON.
The game stores this font in images containing 16 rows and 16 columns of characters. Each character is 16 pixels wide and 16 pixels tall, totalling 256 characters per image. Each image represents one Unicode codepage, and there are 256 pages, which covers characters U+0000 to U+FFFF. Control characters and most CJK characters are omitted here, because FontStruct doesn't officially support them.
The font is not monospace, however, so the effective widths of each character are stored in a separate file called glyph_sizes.bin. Information for each character is stored in one byte, and the upper and lower 4 bits of this byte represent the start column and end column with a number ranging from 0 to 15, where 0 is the leftmost column of the character's allotted 16x16 space, and 15 is the rightmost column, respectively.
Knowing all of this allowed me to automate most of the steps involved in creating this recreation. I did not use the FontStructor to make this, I instead used a program to directly interact with FontStruct's API. It is possible to add unsupported characters to a font with this method, but I chose to stay within the limits of what is officially supported.
hello people this is my first attempt at a font, feel free to private message me if you want to use it for anything. i intended this for use with old style games but you can use it for anything as long i'm credited for my work