FNT
.FNT holds the font. It begins with a BSAVE Header, followed by 2048 bytes of data.
This file format is called FNT when it is a lump inside an RPG file, but it is called OHF when it is a separate file.
ASCII characters 0-255, encoded like so..
* Column 0 * Column 1 * Column 2 * Column 3 * Column 4 * Column 5 * Column 6 * Column 7 * Next character.
Each column is stored in one byte. The bits that are on are pixels and the bits that are off are transparent, So, 255 would be a solid vertical line
All characters are stored in normal bit ordering... that is, bit 0=topmost pixel.
Therefore, observe this table:
bbbbbbbb yyyyyyyy tttttttt eeeeeeee ######## 01234567 -------- 00000000 11111111 22222222 33333333 44444444 55555555 66666666 77777777
That is the way to place the pixels. read a byte, place pixels according to the bits 0..7 in that column of the character. repeat x 7, then start on the next character.
Note that this isn't the same as the PC format; however you can convert from PC format by rotating each picture and adding the header.
ARCHINYM.LMP
. ATTACK.BIN
. BINSIZE.BIN
. BROWSE.TXT
. DEFPAL#.BIN
. DEFPASS.BIN
. distrib.reld
. FIXBITS.BIN
. general.reld
. heroes.reld
. heroform.reld
. LOOKUP1.BIN
. MENUITEM.BIN
. MENUS.BIN
. PALETTES.BIN
. PLOTSCR.LST
. SFXDATA.BIN
. SLICELOOKUP.TXT
. slicetree_#_#.reld
. SONGDATA.BIN
. UICOLORS.BIN
Map Format :
E
. D
. L
. N
. P
. T
. Z
BAM
. DOR
. DOX
. DT0
. DT1
. DT6
. EFS
. FNT
. FOR
. GEN
. HSP
. HSZ
. ITM
. MAP
. MAS
. MN
. MXS
. PAL
. PT0 ... PT8
. RGFX
. SAY
. SHO
. SNG
. STF
. STT
. TAP
. TIL
. TMN
. VEH