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      Very cool collection! Hadn’t seen moderndos before and agree that it looks goodl

      I posted this a while ago, but you may also be interested in font-problems, a tool for converting bitmap fonts between BMP (for editing) and the various formats used by retro computing and hobby electronics.

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      I love Codepage 437 too. I understand what the project does, but what do you see as its intended use? Line why would I use this instead of VileR’s woff fonts?

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        I use a subset of this project to write text on the game canvas here: susam.net/invaders.html (see also the project source at github.com/susam/invaders).

        In the first iteration of this game, I used CanvasRenderingContext2D.fillText() to draw text using regular fonts. However, I was not happy with the results. The web browsers introduce antialiasing and subpixel rendering that smoothens the jagged, crisp edges of the text. While I could get rid of similar antialiasing artefacts in the game graphics by using the CSS declaration image-rendering: pixelated, the web browsers would still introduce antialiasing for any text rendered with CanvasRenderingContext2D.fillText().

        So I took the matter of rendering text on canvas into my own hands by drawing the text myself using filled squares. For every pixel that needs to be plotted with the foreground colour of the glyph, a filled square is drawn on the canvas now. This meant that I needed to maintain bitmap arrays of the glyphs I wanted to draw on the game canvas. This project, PC Face, was born out of that activity. I shared the work as a separate self-contained project, so that if anyone else needs to do what I had to do, they could use these bitmap arrays or the scripts shared in the project to create their own bitmap arrays.

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          Fair enough, I ran into this problem myself trying to scale CP437 fonts nicely. Eventually I realised it’s impossible and restricted myself to integer scaling only.