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Creating custom font tiles

Gong Xian edited this page Jun 29, 2024 · 8 revisions

SKFONT.CG is a raw bitmap containing all characters used by the game, and many more which are not used. These tiles can be replaced by creating new graphics and converting it into the unique 4bpp format used by the game.

See the documentation on SKFONT.CG for tile locations that should be replaced for translations, and the current translation changes for tiles that have been changed for the English translation.

Requirements


  1. In a graphic editor, create a new image with a height of 26 pixels and width of 26 pixels for each tile. Each tile in this strip will replace consecutive tiles.
  2. Fill the background with black, and set the palette to these 16 colors:
000000 101010 202020 303030 404040 505050 606060 707070 808080 909090 A0A0A0 B0B0B0 C0C0C0 D0D0D0 E0E0E0 F0F0F0
  1. Create the new tiles.
    • In the English translation, only the first 9 columns from the left are used, with the remaining 17 pixels left blank. The hack uses an offset of 11 pixels per tile, leaving 2 pixels between each character. The game uses a monospace font, so this should be taken into account when writing text.
  2. Save the image as a RGB-color PNG image. Though the final image is grayscale, saving the image as grayscale will result in palette changes that will prevent proper conversion to 4bpp.
  3. Use Mr. SKFONT to insert the new tiles into SKFONT.CG.