the deserted font family is a collection of four 8x16 bitmap fonts.
hex | 0 1 2 3 4 5 6 7 8 9 A B C D E F | deserted |
---|---|---|
02X | ! " # $ % & ' ( ) * + , - . / | * semi-serif |
03X | 0 1 2 3 4 5 6 7 8 9 : ; < = > ? | * inspired by PC-9800 |
04X | @ A B C D E F G H I J K L M N O | * suitable for terminal use |
05X | P Q R S T U V W X Y Z [ \ ] ^ _ | |
06X | a b c d e f g h i j k l m n o p | |
07X | q r s t u v w x y z { | } ~ |
hex | 0 1 2 3 4 5 6 7 8 9 A B C D E F | stranded |
---|---|---|
02X | ! " # $ % & ' ( ) * + , - . / | * sans-serif |
03X | 0 1 2 3 4 5 6 7 8 9 : ; < = > ? | * simple, austere glyphs |
04X | @ A B C D E F G H I J K L M N O | * suitable for terminal use |
05X | P Q R S T U V W X Y Z [ \ ] ^ _ | |
06X | a b c d e f g h i j k l m n o p | |
07X | q r s t u v w x y z { | } ~ |
hex | 0 1 2 3 4 5 6 7 8 9 A B C D E F | beached |
---|---|---|
02X | ! " # $ % & ' ( ) * + , - . / | * sans-serif display |
03X | 0 1 2 3 4 5 6 7 8 9 : ; < = > ? | * heavy, round |
04X | @ A B C D E F G H I J K L M N O | * used for headings/titles |
05X | P Q R S T U V W X Y Z [ \ ] ^ _ | |
06X | a b c d e f g h i j k l m n o p | |
07X | q r s t u v w x y z { | } ~ |
hex | 0 1 2 3 4 5 6 7 8 9 A B C D E F | grounded |
---|---|---|
02X | ! " # $ % & ' ( ) * + , - . / | * sans-serif display |
03X | 0 1 2 3 4 5 6 7 8 9 : ; < = > ? | * blocky, geometric |
04X | @ A B C D E F G H I J K L M N O | * used for headings/titles |
05X | P Q R S T U V W X Y Z [ \ ] ^ _ | |
06X | a b c d e f g h i j k l m n o p | |
07X | q r s t u v w x y z { | } ~ |
a note on display fonts
grounded and beached are both *display* fonts, meaning they are intended for titles, headings, and other isolated short pieces of text.
a display font is not the same thing as a bold font. nothing is stopping you from using a display font like a bold font, but the results will likely be less than satisfactory.
editable samples
// deserted
float Q_rsqrt( float number )
{
long i;
float x2, y;
const float threehalfs = 1.5F;
x2 = number * 0.5F;
y = number;
i = * ( long * ) &y;
i = 0x5f3759df - ( i << 1 );
y = * ( float * ) &i;
y = y * ( threehalfs - ( x2 * y * y ) );
return y;
}
{
long i;
float x2, y;
const float threehalfs = 1.5F;
x2 = number * 0.5F;
y = number;
i = * ( long * ) &y;
i = 0x5f3759df - ( i << 1 );
y = * ( float * ) &i;
y = y * ( threehalfs - ( x2 * y * y ) );
return y;
}
// stranded
static const double
S1 = -1.66666666666666324348e-01, /* 0xBFC55555, 0x55555549 */
S2 = 8.33333333332248946124e-03, /* 0x3F811111, 0x1110F8A6 */
S3 = -1.98412698298579493134e-04, /* 0xBF2A01A0, 0x19C161D5 */
S4 = 2.75573137070700676789e-06, /* 0x3EC71DE3, 0x57B1FE7D */
S5 = -2.50507602534068634195e-08, /* 0xBE5AE5E6, 0x8A2B9CEB */
S6 = 1.58969099521155010221e-10; /* 0x3DE5D93A, 0x5ACFD57C */
double __sin(double x, double y, int iy)
{
double_t z,r,v,w;
z = x*x;
w = z*z;
r = S2 + z*(S3 + z*S4) + z*w*(S5 + z*S6);
v = z*x;
if (iy == 0)
return x + v*(S1 + z*r);
else
return x - ((z*(0.5*y - v*r) - y) - v*S1);
}
S1 = -1.66666666666666324348e-01, /* 0xBFC55555, 0x55555549 */
S2 = 8.33333333332248946124e-03, /* 0x3F811111, 0x1110F8A6 */
S3 = -1.98412698298579493134e-04, /* 0xBF2A01A0, 0x19C161D5 */
S4 = 2.75573137070700676789e-06, /* 0x3EC71DE3, 0x57B1FE7D */
S5 = -2.50507602534068634195e-08, /* 0xBE5AE5E6, 0x8A2B9CEB */
S6 = 1.58969099521155010221e-10; /* 0x3DE5D93A, 0x5ACFD57C */
double __sin(double x, double y, int iy)
{
double_t z,r,v,w;
z = x*x;
w = z*z;
r = S2 + z*(S3 + z*S4) + z*w*(S5 + z*S6);
v = z*x;
if (iy == 0)
return x + v*(S1 + z*r);
else
return x - ((z*(0.5*y - v*r) - y) - v*S1);
}