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<blockquote data-quote="jjjewel" data-source="post: 3973140" data-attributes="member: 235757"><p>Because Tinke would make it 10 times much easier. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite55" alt=":D" title="big grin :D" loading="lazy" data-shortname=":D" /> This will make Tinke support more games too.</p><p></p><p></p><p>From the picture, the dots on the first row could be some encoding indicators. I don't have the game rom but you could check the font in HEX view. I used to see something like this and before each character in the font, there's a code for encoding. It should be in increasing order if I have to guess. (In this case, it might be something like 0020 0021 0022 if it's unicode, etc.) If it's the case, you can see how many bytes it takes for that code and skip these bytes when you output the font graphic.</p><p></p><p>By the way, I'm also looking forward to the adx/ahx support. <img src="/styles/default/gbatemp/smileys/wub.gif" class="smilie" loading="lazy" alt=":wub:" title="wub :wub:" data-shortname=":wub:" /></p></blockquote><p></p>
[QUOTE="jjjewel, post: 3973140, member: 235757"] Because Tinke would make it 10 times much easier. :D This will make Tinke support more games too. From the picture, the dots on the first row could be some encoding indicators. I don't have the game rom but you could check the font in HEX view. I used to see something like this and before each character in the font, there's a code for encoding. It should be in increasing order if I have to guess. (In this case, it might be something like 0020 0021 0022 if it's unicode, etc.) If it's the case, you can see how many bytes it takes for that code and skip these bytes when you output the font graphic. By the way, I'm also looking forward to the adx/ahx support. :wub: [/QUOTE]
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