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I've fixed the issue I'd been having with Tetris-Power's old font engine (it was as simple as an array being too small to fit the information necessary), as well as managing to fix a bug where the current block disappearing due to some values becoming NaNs.

It's been a good evening for bug-fixing.

Now I need to figure out how to approach writing the new font engine.

The old engine made it fairly easy to parse in a long, thin image with a single row of characters as long as necessary, but I can't do the same thing with the new engine.
With the old engine, I chopped up the image into a single character's worth of bits for each symbol and stored each one in the computer's memory.
With the new engine, I'll need to store the image, unprocessed, in the graphics card's memory, which means that the images have to be square and a power of 2 wide and high.
(ie, 128x128 pixels or 256x256 pixels, or larger)

This new engine with allow me to rotate characters as I wish, without getting limited by the screen resolution.

I don't think it's going to be an easy thing to write...
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Carl Foxmarten

August 2023

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