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 . heroes.reld . heroform.reld . LOOKUP1.BIN . MENUS.BIN . MENUITEM.BIN . PALETTES.BIN . PLOTSCR.LST . SFXDATA.BIN . slicetree_#_#.reld . SLICELOOKUP.TXT . SONGDATA.BIN . UICOLORS.BIN . GEN . general.reld . BAM . Map Format . T . P . E . D . L . N . Z . DOR . DOX . DT0 . DT1 . DT6 . EFS . FOR . FNT . HSP . HSZ . ITM . MAP . MAS . MN . MXS . PAL . PT0 . PT1 . PT2 . PT3 . PT4 . PT5 . PT6 . PT7 . PT8 . SAY . SHO . SNG . STF . STT . TAP . TIL . TMN . VEH