Now that Prizoop is starting to wrap up, I'm going to work on a sub-pixel rendering font solution for both Prizm and (hopefully if I can find a collaborator) 84+ CE. These newer color screen calculators have sufficient RGB pixel density to benefit from much smoother fonts and RGB pixel packing to make really nice looking text in games and menus!
I think that text heavy games and interfaces will all get a major visual boost with an easy on the eyes font system (which I am going to call CalcType). I think at this point none of us really even know how good text could look on these displays.
Examples:
https://en.wikipedia.org/wiki/Subpixel_rendering#Examples
What RGB packing is capable of:
http://www.msarnoff.org/millitext/
My goals are:
* Analyze the RGB pixel packing in use in each color calc, and utilize the luminescence values of the sub pixels to create a universal converter from a gray scale font mapped image to a subpixel packed font data set.
* Develop an easy to integrate c library and asm dataset of 3 font sizes using Subpixel Rendering tech (Probably regular, small, and tiny sizes). The type face data should be very small ( a few kb a piece ). The goal is to support monospacing as a separate feature via different text kerning.
* For Prizm, create a super fast assembly font blitter that draws the text in any color over an existing background. I'll need help on the 84+ CE front.
* Integrate an embedded Game FAQ viewer into Prizoop as an example implementation. Get a similarly popular 84+ CE application to do the same to show it off as well. Maybe developer a separate text viewer / book reader app.
Are there any 84+ CE coders in the community interested in helping out?
I think that text heavy games and interfaces will all get a major visual boost with an easy on the eyes font system (which I am going to call CalcType). I think at this point none of us really even know how good text could look on these displays.
Examples:
https://en.wikipedia.org/wiki/Subpixel_rendering#Examples
What RGB packing is capable of:
http://www.msarnoff.org/millitext/
My goals are:
* Analyze the RGB pixel packing in use in each color calc, and utilize the luminescence values of the sub pixels to create a universal converter from a gray scale font mapped image to a subpixel packed font data set.
* Develop an easy to integrate c library and asm dataset of 3 font sizes using Subpixel Rendering tech (Probably regular, small, and tiny sizes). The type face data should be very small ( a few kb a piece ). The goal is to support monospacing as a separate feature via different text kerning.
* For Prizm, create a super fast assembly font blitter that draws the text in any color over an existing background. I'll need help on the 84+ CE front.
* Integrate an embedded Game FAQ viewer into Prizoop as an example implementation. Get a similarly popular 84+ CE application to do the same to show it off as well. Maybe developer a separate text viewer / book reader app.
Are there any 84+ CE coders in the community interested in helping out?