Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: shade@dragonshadow.com (Scott Cartier) Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: User defined fonts Date: Mon, 21 Jun 1999 17:57:03 GMT Organization: SCEA News Server Lines: 24 Message-ID: <376e7a68.168774878@news.scea.sony.com> References: <7kgohf$4fj24@chuka.playstation.co.uk> <7khhk2$33u2@chuka.playstation.co.uk> <7kijaj$33u7@chuka.playstation.co.uk> NNTP-Posting-Host: vmlabs98.vmlabs.com X-Newsreader: Forte Free Agent 1.11/32.235 I actually do it two different ways in Decaying Orbit. The first method is identical to what Adventure Game does (if I understand correctly). I parse my string and use MoveImage to transfer the characters to another section of VRAM. Then I just sort that other section as a sprite. As Rob (or is it Barry?) says, this saves processing power in the long run as it doesn't have to re-parse the text each frame. However, it does have that processing-spike at the initial parsing. Again, similar to what Rob said, I get around this by only processing a small amount of text each frame. One other drawback is that, unless you play tricks, you're limited to however much text you can fit in one TPage. I made my font small (8x12) so I could fit quite a bit. I use this for all the text in the shops, the time display during the game, the status box in the level editor, and a few other places. The second way I display text is the one-sprite-per-character thing. This has the advantage of allowing me to scale/rotate/color the characters individually. I use this for the opening title, scrolling-text sequences, and level complete bonus summaries. Scott