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#26443450421772474 - lsnes - custom fonts creator

customfont-from-charset-image.lua
Game: Unknown Game ( NES, see all files )
847 downloads
Uploaded 10/26/2015 8:53 PM by Amaraticando (see all 21)
This creates a font file that lsnes can understand.
For instance, this image is transformed into this font.
The image must have this structure, with black background and white text.
This script is taken from my TASing repository: https://github.com/rodamaral/amaraticando-tas/
I've "imported" 2 fonts with this script.
---------------------------------------------------------------------------
--  lsnes - CUSTOMFONT creator from char-set image
--  This creates a font file that lsnes can understand.
--  For instance, this image http://uzebox.org/wiki/index.php?title=File:Font6x8.png
--  is transformed into this font: https://mega.nz/#!FsljRLQC!lph-VA0dPQm_kzjypnN3wVg0qFaAEDeoVK_q_vgUcQE
--  The image must have this structure, with black background and white text.
--  
--  Author: Rodrigo A. do Amaral (Amaraticando)
--  Git repository: https://github.com/rodamaral/amaraticando-tas
---------------------------------------------------------------------------

--#############################################################################
-- CONFIGURATION:

-- where you'd like to save the font?
local NEW_FONT_PATH = [[C:\full path here\name.font]]

-- where you'd like to read the image from?
local font_set_dbitmap_path = [[C:\full path here\original_image.png]]

-- Dimensions of each glyph (EDIT IT!)
local glyph_width = 8
local glyph_height = 12

-- Number of tiles in the char set
local set_width = 16 -- how many tiles per row
local set_height = 7 -- how many tiles per column

-- ASCII characters used. Must be the same of the image, from left to right (first), and from top to bottom
local characters_sequence = [[ !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~]] .. "\127"

-- END OF CONFIGURATION
--#############################################################################

-- convert the original png dbitmap to a bitmap suitable for fonts
local function dbitmap_to_blackwhite_bitmap(dbitmap)
    local w, h =  dbitmap:size()
    local bitmap = gui.bitmap.new(w, h)
    local color
    
    local palette = gui.palette.new()
    palette:set(0, 0)
    palette:set(1, 0xffffff)
    
    for x = 0, w - 1 do
        for y = 0, h - 1 do
            color = dbitmap:pget(x,y)
            bitmap:pset(x, y, color < 0x808080 and 0 or 1)
        end
    end
    
    return bitmap
end

-- Verify whether the original image exists
if type(font_set_dbitmap_path) ~= "string" or not io.open(font_set_dbitmap_path) then error("Wrong path for original image") end

-- make the black and white bitmap
local font_set_dbitmap = gui.image.load_png(font_set_dbitmap_path)  --- this function is crashing the emulator for some pngs
local font_set_bitmap = dbitmap_to_blackwhite_bitmap(font_set_dbitmap)
local new_font = gui.font.new()

-- read each tile of the original image
local glyph_help = {}  -- debug
local index = 0
for ch in string.gmatch(characters_sequence, ".") do
    local h = index//set_width
    local w = index%set_width
    local glyph = gui.bitmap.new(glyph_width, glyph_height)
    local color
    
    for y = 0, glyph_height - 1 do
        for x = 0, glyph_width - 1 do
            color = font_set_bitmap:pget(glyph_width*w + x, glyph_height*h + y)
            glyph:pset(x, y, color)
        end
    end
    
    --print(index, ch, w, h, glyph)  -- debug
    index = index + 1
    glyph_help[ch] = glyph
    new_font:edit(ch, glyph)
end

-- the bad character
do
    local glyph = gui.bitmap.new(glyph_width, glyph_height)
    for y = 0, glyph_height - 1 do
        for x = 0, glyph_width - 1 do
            color = (x%2 == 0 and y%2 == 0) and 0 or 1
            glyph:pset(x, y, color)
        end
    end
    new_font:edit("", glyph)
end

--print(new_font)  -- debug
new_font:dump(NEW_FONT_PATH)  -- if there's an old file, there'll be a backup
print("Saved new font at "  .. NEW_FONT_PATH)

function on_paint()
    gui.right_gap(300)
    
    gui.text(0, 0, "New font:", "white", "black")
    new_font(0, 16, characters_sequence, "white", nil, "black")
    gui.text(0, 32, "Standard font:", "white", "black")
    gui.text(0, 48, characters_sequence, "white", nil, "black")
    
    local palette = gui.palette.new()
    palette:set(0, 0)
    palette:set(1, 0xffffff)
    
    local x, y = 16, 100
    for a, b in pairs(glyph_help) do
        b:draw(x, y, palette)
        x = x + 32
        if x >= 500 then
            y = y + 32
            x = 16
        end
    end
    
    font_set_bitmap:draw(0, 300, palette)
end

gui.repaint()