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Quasar Sprite Font 256b   [2019]

Quasar Sprite Font 256b Released by :
No Name [web]

Release Date :
19 September 2019

Type :
C64 1K Intro

Released At :
The 256b Sprite Font Compo

Achievements :
C64 1K Intro Competition at The 256b Sprite Font Compo :  #6

User rating:**********  9.5/10 (17 votes)   See votestatistics

Credits :
Code .... CyberBrain of Daniax, No Name

Download :

Look for downloads on external sites:
 Pokefinder.org


Production Info
Submitted by CyberBrain on 24 September 2019
This is my second shot at doing a 256b sprite-font generator for The 256b Sprite Font Compo.
This time a supermassive metallic sprite font (Denser than a blue giant and featuring black lines and holes - and somehow made out of metal too, i guess).

Read the sad story behind this trackmo in the production notes of the previous entry Oldskool Sprite Font 256b.
The fragment shader is similar to last time (it's still built on that main idea), but it's a totally different vertex shader for this font.
Features include edge detection (+ simple light sourcing), smoothing, brightness-dependent pattern filling, individual transformation-settings per character and some LDAs.


It's always fun to read behind the scenes stuff on releases, so here is some:

The absolutely hardest and most time consuming part of this one was that the same settings for the routine did not AT ALL work well for every char. So multiple per-character tweaks were needed for every char for them to look good. Since there are 64 chars but only 256 bytes, this was a bit challenging. (Obviously a couple of 64 bytes long tables are out of the question). This force-d me to resort to using techniques of the dark side... The part of the C64 that is forbidden land... The part of which we do not speak: The <censored>! And it turned out to work quite well. It's amazing what data you can find in the <censored>! This journey into the unknown, saved memory so i did not have to sacrifice the visual look or the image effects. Some characters could still use a bit more love, but all in all, i think i achieved what i set out to do - to create a sprite font in 256 bytes that looks like a real C64 sprite font.

However, if there is one thing i learned when doing this, it is that you can always save more bytes, in one way or the other, so given enough time there will be ample memory for improvements!
(Moore's third law: Always possible to cram more stuff into 256 bytes!)


Anyway, hope you like it - it was fun to do!

Always remember to check out the hidden part!

Thanks to Shadow for arranging this awesome compo!
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