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TXG/MNX

Issue with 16x16 font

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Hi,

 

We have build us a new F_16x16.bmp file

 

It has the same resolution 1920x32 4-bit color bmp and has characters of size 16x16

When we replace the original file with this file it gives us corruption.

 

Can someone check what we missed here or have done wrong?

F_16x16.bmp

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Hi,

 

Next time, it'd be beneficial if you could provide a test case and/or tell us the steps that you took :). Something like

 

I modified the print project like this: in line 2 insert the following:

 

 

basic_r_indx=0
basic_r_size=2

rlocate 0,170

rprint "abc123"
and replace file assets\fonts\F_16x16.BMP with the attached file"

 

So anyway I did that and I see the font is printing ok. However, taking a look at the font file itself it seems that you've got the glyph order a bit scrambled. ASCII characters 32-128 are assumed, otherwise weird things will be printed out :).

 

Hope this helps...

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Thanx for the reply.

We did play around with the basic_r_indx and basic_r_size but haven't got the good result.

We did use the print example to test it, but it seems we did something wrong. Will check again.

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Hi,

 

The character order has been fixed.

 

We did try it again.

 

File F-16x16-1.bmp works when we use

 

 

basic_r_indx=0
basic_r_size=2

rlocate 0,170

rprint "ABCdef123"

 

But when we use F_16x16-2.bmp we cannot select the 3rd font when using

 

 

basic_r_indx=2
basic_r_size=2

rlocate 0,170

rprint "ABCdef123"

 

We read the manual the info there is:

 

Font index 0=1st, 1=2nd, etc

 

We have tryed but my setup doesn't show the new font when we use index value 2

 

What do we miss here ?

F_16x16-1.bmp

F_16x16-2.bmp

Edited by TXG/MNX

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I believe it's a bug I fixed months ago, but never released. Sorry, no ETA. Only 2 fonts supported in current version.

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I believe it's a bug I fixed months ago, but never released. Sorry, no ETA. Only 2 fonts supported in current version.

Okay we will make a note of it.

Will test again when you release an update in the future.

 

For now we will look for a workaround.

 

So we must now add the fonts to assets.txt and switch the address of the 16x16 font pointer.

 

 

Sent from UMI hammer with Tapatalk

Edited by TXG/MNX

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