Recreation of the pixel font from Technōs' "Nekketsu Kōkō Dodgeball Bu" (aka "Super Dodge Ball", 1988) on the NES/Famicom.
The latin characters differ from the North American release.
The font includes an almost complete set of hiragana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned next to their respective character. In this recreation, characters that use them are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
(new polygon sans font im working on)...
Might support more Latin, Greek, Coptic, Cyrillic, Armenian and MISC Symbols later...
Update 0.7: Release with basic letters, symbols and numbers in ASCII
Update 0.8: Added more Latin
Update 1.0.3: Big update
Update 1.1.0: Te Reo Maori Hiragana And Katakana
Update 1.1.2: Shidinn Language (Uppercase and lowercase, midcase later)
Update 1.1.3: Arabic (TTF font files take up 65535 glyphs)
Recreation of the pixel font found in the PC Engine / TurboGrafx-16 BIOS with a Super CD-ROM². It appears to be unused, but includes an almost complete set of katakana and hiragana characters. Only the characters found in the BIOS/ROM have been included.
Recreation of the pixel font from Namco's "Pistol Daimyo no Bōken" (1990).
This font includes a full set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned after the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
See also:
Pixel Math
I took a look at the very first font I published and looking back at it now, I couldn't help but think I could have done better and gone much further with it. Having learned a few things along the way when I was working on the light version of Pixelbabania, I decided to invest some time into working on a much improved version of Pixelbabania VI, while once again following a self-imposed limitation. This time, I decided to go with 6x9 (with some exceptions) to allow a bit more wriggle room and to make characters with accents much nicer, and even decided to change up some of the characters to improve their look. Not only this, I decided I'd try and see if it was possible to add more characters from other sets and thus far, it had gone quite nicely.
After so much time on and off, now I share with you the fruits of my labor and love.
Note: I have done what I could to get N'ko and to a lesser extent Adlam to play nice; unfortunately I could not get the tone marks to actually just go above or below the characters properly, therefore they will take residence right next to the character, taking up another space. Apologies for any inconvenience caused to those who type in those languages.
04/12/23 : Fixed up a few more glyphs in Box Drawing to make them look and work proper with the others.
Some time after I decided to unleash Pixelbabania VI Deluxe onto the world, I deemed it appropriate to also create a light version to go alongside it. Had a good bit of fun making sure things looked right with this font, which also explains why I decided to fix its sister font while I was at it.
Here it is, at last. And just in time for the start of a new season, wherever in the world you all are.
4/12/2023 : Fixed up a few more glyphs of Box Drawing to make them work proper with their fellow glyphs.
Recreation of the pixel font from the japanese version of Activision's "Predator" (1987) on the NES.
This font includes a full set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned in the line above the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
This is a clone of Predator NESBasic hiragana + numbers
These hiragana are set to be used in Japan in a parallel world.
The hiragana was rotated 180 degrees and then redesigned.
Since this is a character from a parallel world, it is not the correct form of hiragana as we know it.
In other words, this font has no readability at all!
So you may use it when you want to make strange letters, mysterious posters, old memoirs, etc. It all depends on your ideas!
I am writing this text using a translator because I am not good at English. Sorry if it is a strange sentence.
I hope you like this font.
Recreation of the pixel font from Sega's "QuackShot Starring Donald Duck" (1991) on the Sega Mega Drive/Genesis.
This font includes a full set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned in the line above the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
Recreation of the main pixel font from Jaleco's "Rival Turf!" (aka "Rushing Beat", 1992) on the SNES.
This font is used for the main menu, intro/outro cinematics, and end credits.
The font includes an almost complete set of hiragana and katakana characters. A few of the katakana characters were missing in the game's tile set, so I've attempted to include custom characters in a similar style. In the tile set, the dakuten and handakuten are separate tiles, positioned in a line above their respective character. In this recreation, characters that use them are pre-combined into a single glyph.
With the exception of the few additional katakana glyphs, only the characters present in the game's tile set have been included.
Recreation of the pixel font from Konami's "SD Snatcher" (1990) on the MSX2.
The font includes an almost complete set of hiragana and katakana characters. In the game's tile set, the dakuten and handakuten are stored in a separate tile. In this recreation, characters that use them are pre-combined into a single glyph. The dakuten and handakuten are not 8 pixels wide, and when used in game, they only take up as much width as necessary, making the Japanese text variable width/proportional. The latin characters, however, are all monospaced.
The game also includes a large number of Japanese idiographs. These have not been included in this recreation.
Except for the idiographs, only the characters present in the game's tile set have been included.
Recreation of the small pixel font from the japanese release of Climax Entertainment/Sonic! Software Planning's "Shining Force" (1992) on the Sega Mega Drive/Genesis.
Compared to the european/north american release, the alphanumeric and punctuation characters are all shifted by one pixel to the left, and one pixel down. The "U" is also different, and the font lacks a lowercase.
This font includes a full set of hiragana and katakana characters. In the game's tileset, the dakuten and handakuten are separate tiles, positioned in the line above the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
This is a clone of Shining Force (Small)Recreation of the small pixel font from the japanese release of Sonic! Software Planning's "Shining Force II" (1993) on the Sega Mega Drive/Genesis.
Compared to the european/north american release, the alphanumeric and punctuation characters are all shifted by one pixel to the left, and one pixel down. The font also lacks a lowercase.
This font includes a full set of hiragana and katakana characters. In the game's tileset, the dakuten and handakuten are separate tiles, positioned in the line above the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
This is a clone of Shining Force II (Small)Recreation of the pixel font from Data East's "Silent Debuggers" (1991) on the PC Engine/TurboGrafx-16.
This font contains an almost complete set of hiragana and katakana characters. In the game's tileset, the dakuten and handakuten are separate tiles, and positioned in the line above the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Apart from these, only the characters present in the game's tile set have been included.
Recreation of the small pixel font from Quintet/Ancient/Enix's "Slapstick" (1994) on the SNES.
Note that the western release, "Robotrek", uses a different (and much blander/classic 8 bit) font.
The font includes an almost complete set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned in a line above their respective character. In this recreation, characters that use them are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.