Recreation of the small pixel font from the european/north american release of Climax Entertainment/Sonic! Software Planning's "Shining Force" (1992) on the Sega Mega Drive/Genesis.
This font is unusual, as each character not only comprises two tiles (for its height), but also features characters that are wider than the maximum 8px tiles. In the game's tile set, this was achieved by using a custom encoding, where a single tile contains the combined values for two horizontal tiles.
See this short Twitter thread for a little dissection of the tile set.
The width of each character is also variable and encoded in the bottom tile for each character. Unfortunately, I was unable to work out the logic behind the width information bits - so, for characters used in the game, the correct width was matched manually, and for any characters not encountered (yet) in any of the dialog boxes, I took an educated guess...
Due to the complexity of this encoding, I won't tackle the hiragana/katakana large font from the japanese release.
Only the characters present in the game's tile set have been included
A piece of constructivism inspired by Dutch artistic movement "De Stijl".
This is a clone of STF_FABRICON_(OUTLINE)Version 2.6
*
Inspired by a comment by jonrgrover.
I built diamonds sized according to the Fibonacci series, then made a segmented display out of them. The design was then carved away to make the glyphs you see here. I used the members 1, 2, 3, 5, and 8. These sizes proved most feasible to work with in this sort of arrangement.
I gave the terminals a flared appearance which I think makes the glyphs look slightly Celtic. The design also makes me think of beach sand and things found on the beach - shells, pretty rocks, and so on.
This is a replica font that was originally used as the level cards and credits for "Sonic 3D Blast" for the SEGA Genesis and SEGA Saturn. Original text design courtesy of SEGA. Sonic Team, and Traveller's Tales.
Recreation of the pixel font from Sega's "Castle of Illusion Starring Mickey Mouse" (1990) on the Sega Mega Drive.
This font includes a full set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned after the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
Inspired by radios' displays.
05 JULY 2022:
Fixed: Q, q, 6
Added: Æ, æ, £, <, >, (, )
This is a clone of Digital Radio Display 14 SegRecreation of the colour pixel font from The Bitmap Brother's "Gods" (1991) port on the Sega Mega Drive/Genesis.
Note that in the game, there is also a separate set of 0-9 numbers used for the score counter. This recreation only includes the slightly "cut off" letters and numbers used on the title screen, status messages, and high-score screen.
This recreation uses the special TTF+SVG format, which currently has limited support.
Only the characters present in the game's tile set have been included.
Diffused 33-Segment Pixel Matrix
a.k.a. 'D33SPM' {by dpla}
7- to 33-segment progression
(bitmap-only step-by-step)***
FONT MAPPING =
Abbreviations:
. 'S' Segment (#)
. 'L' Layer (I2O [Groups: 1/23/45/67])
. 'C' Character (ANSI)*
. 'U' Unicode (00+HEX)
. 'P' Position (Clockwise) [Matrix V1]**
. 'I' In/Inner
. 'O' Out/Outer
I to O table:
.S L C .U P..
==-=-=-==-===
00 1 0 30 Mdl
-- - - -- ---
01 2 1 31 N
02 2 2 32 E
03 2 3 33 S
04 2 4 34 W
-- - - -- ---
05 3 5 35 NE
06 3 6 36 SE
07 3 7 37 SW
08 3 8 38 NW
-- - - -- ---
09 4 9 39 NE
10 4 A 41 SE
11 4 B 42 SW
12 4 C 43 NW
-- - - -- ---
13 5 D 44 N
14 5 E 45 E
15 5 F 46 S
16 5 G 47 W
-- - - -- ---
17 6 H 48 NNE
18 6 I 49 NEE
19 6 J 4A SEE
20 6 K 4B SSE
21 6 L 4C SSW
22 6 M 4D SWW
23 6 N 4E NWW
24 6 O 4F NNW
-- - - -- ---
25 7 P 50 NNE
26 7 Q 51 NEE
27 7 R 52 SEE
28 7 S 53 SSE
29 7 T 54 SSW
30 7 U 55 SWW
31 7 V 56 NWW
32 7 W 57 NNW
NOTES =
* So that the FULL MATRIX can be revealed
by enabling all the segments (33 layers)
via "0123456789ABCDEFGHIJKLMNOPQRSTUVW"
(or any distribution of this full string).
**
Now you may 'fontstruct' my 25TH VERSION…
(the "MARS:BENZ" test showcases this one).
***
The expected final & plain VECTOR DESIGNS
could simply begin with rotating squares…
Even in this early and geometric step #0,
all the 33 segment areas would be similar.
33?!
1 BIT too many… try removing S00 yourself
(or merge by adding a 'separating value').
Use the glyph SPACING as usual in x and y
(even by kerning the variable width font).
I started drawing many V1 GLYPHS on April
(+ several ANIMATIONS for matrix testing).
The inherited 7-SEGMENT matrix is a LIMIT
(e.g. no added border for the diacritics).
URL =
fontstruct.com/fontstructions/show/1505159
LICENSE =
You may NOT use D33SPM commercially
{OR ask for my written permission}.
2018
0126 PNG
0320 TXT
0401 TXT UPD
dpla
Recreation of the thin pixel font from Konami's "Contra: Hard Corps" (aka "Probotector", 1994) on the Sega Mega Drive/Genesis.
This font is used for dialogue lines, such as the mission briefings and short conversations before/after boss battles.
Only the characters present in the game's tile set have been included.
Experimental mosaic... or maybe a new mineral species?
This one started as a doodle. I began placing circles to see what kinds of complex shapes I could make, and this was the result.
It achieves a new visual effect at almost every size up to the original. Also try slowly moving the zoom slider for some interesting animations!
*
This font is now nearly 1MB in size! I guess it has to do with the intrinsic complexity of circles.
Experimental 24-segment display or massive monochrome Mondrian matrix. Pixel compatible!
The thinking behind this one was that with incongruously sized segments arranged in the proper way, I would create a design which was effectively 5x5, but which accomodated more glyphs than 5x5 usually does. Negative space is incorporated into the structure of many glyphs, though not enough to classify this as an IVO design.
"Qualtron" is the name of an imaginary entity that a friend believed in - a being meant to represent the result of "a mathematical equation that can rule the universe". I didn't inquire further about it... :D
*
Design Rules:
1. Segments can have interior length/width of 2 or 5.
2. The central 2x2 square must always remain open.
3. Square bricks and 90-degree angles only.
*
Original size: 20.75pt (use multiples of this value for pixel perfection)
Recreation of the pixel font from Activision's "Pitfall: The Mayan Adventure" (1994) on the Sega Mega Drive/Genesis and the SNES.
This recreation uses the special OpenType SVG (TTF+SVG) format, which currently has limited support. For a monochrome version, see this recreation.
The font is the same between the two platforms, with the exception of punctuation characters - this recreation combines the best characters of both version.
Beyond that, only the characters present in the game's tile set have been included.
This is a clone of Pitfall: The Mayan AdventureRecreated font from Comix Zone (Sega Genesis game)
Basic Latin, Numbers and "!@#" - https://www.deviantart.com/tabmok99/art/Comix-Zone-Font-Pack-833929756
Part of Cyrillic - from Russified ROM in there => http://sega-gamer.ru/load/boeviki/comix_zone/3-1-0-3
Others - created with trying to save an original style of font