So, I was making a mini experiment. What if the original Game Boy had a really long RPG with tons of text? The screen resolution would mean less letters on-screen at once, and that's a huge blow on story telling. So, I started to develop a pixel 8x8 monospaced font where the idea is to save up as many pixel space as possible in text windows.
Since the full japanese basic alphabet (that is, all the kanas, plus voiced variants and lowercase characters) total an amount of 150 characters roughly, I made an extended alphabet with many digraphs.
Points:
And an excerpt of this post, redone with this tileset:
Which looks nice considering all the limitations. Here's the same pic, doubled in size.
One can argue that GB isn't the place for long RPGs, but I decided to do it nonetheless. What do you think?
Since the full japanese basic alphabet (that is, all the kanas, plus voiced variants and lowercase characters) total an amount of 150 characters roughly, I made an extended alphabet with many digraphs.
Points:
- apostrophes are merged with the letter after it. So, the possessive 's and negative 't are their own characters, saving one tile.
- Frequent digraphs, such as TH, GH, PH were made in a separate tile.
- Two-letter words, such as IN, ON, AT, AS, AN etc. were made in a separate tile.
- Repeated letters were made in a separate tile.
- The rest were made as I felt fit, also taking frequency into account.
And an excerpt of this post, redone with this tileset:
Which looks nice considering all the limitations. Here's the same pic, doubled in size.
One can argue that GB isn't the place for long RPGs, but I decided to do it nonetheless. What do you think?