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Hello Sun 1092   [2019]

Hello Sun 1092 Released by :
Cascade [web]

Release Date :
14 September 2019

Type :
C64 1K Intro

Released At :
The 256b Sprite Font Compo

Achievements :
C64 1K Intro Competition at The 256b Sprite Font Compo :  #9

User rating:*********_  8.9/10 (14 votes)   See votestatistics

Credits :
Code .... Monte Carlos of Cascade
Charset .... Monte Carlos of Cascade

Download :

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by Monte Carlos on 20 September 2019
are you getting a little bit off topic ? ;-)
User Comment
Submitted by Jammer on 19 September 2019
@mixer: My dad is dead for 26 years already ;)
User Comment
Submitted by Mixer on 18 September 2019
Kudos for the font.

@jammer, your dad?
User Comment
Submitted by Jammer on 18 September 2019
User Comment
Submitted by Monte Carlos on 18 September 2019
the name was not my invention. i took it from the name of a sun cream we bought at the drugstore. this cream is labelled with violet text on yellow background. this is how i came to that obscour colour combination.
User Comment
Submitted by CyberBrain on 17 September 2019
Cool font! Awesome with some filling! (And the name fits its look pretty well)
User Comment
Submitted by Monte Carlos on 15 September 2019
this time i set-up a testproject with my own random filler to not repeat my fault from last time;)
User Comment
Submitted by Shadow on 15 September 2019
Verification passed, thanks for your entry!
User Comment
Submitted by Monte Carlos on 15 September 2019
just read from a table and "and" with plain pixels ;). nothing special about it. it was far more work to put the bits into an order suitable for efficient rendering
User Comment
Submitted by ChristopherJam on 15 September 2019
Nice work. I look forward to deciphering how you did the texture fill; I spent way more space in Foundry for that that I would have liked.
User Comment
Submitted by Monte Carlos on 14 September 2019
Real pixel based font with 6x7 independent voxels per sprite. The font was pixelled using VChar64 and converted into a 138 bytes sized bitstream using an own c++ tool. The c64-side displayer then renders the spritefont from this bitstream.
I'm pretty convinced that this is the maximum number of pixels per sprite you can get out of the 256 byte and 26 chars limit. But please surprise me. ;)

Segment list:
-------------
Name                   Start     End    Size  Align
----------------------------------------------------
ZEROPAGE              000002  00001B  00001A  00001
LOADADDR              0007FF  000800  000002  00001
EXEHDR                000801  00080C  00000C  00001
DISPLAYER             00080D  0008B2  0000A6  00001
SETTINGS              0008B3  0008B7  000005  00001
CODE                  000900  000966  000067  00001
DATA                  000967  0009F8  000092  00001
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