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.
A simple remake of my original Brixel, but made to be monospace and 8x8
(-Currently being extended-)
Hello everyone! This is a font based off of the Casio fx-ES Series Calculator text. I also included Hiragana and Katakana, though they're difficult. Cyrillic is slightly harder, but easy. Alternates are in Private Use Area!
a pixelated unicode font that can be read at small sizes.
14 sept '22, 17:47:11 hkt / massive update. added coptic, spacing modifier letters and improved readability.
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 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 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 Nintendo's "Golgo 13: Top Secret Episode" (1988) on the NES, including a smattering of katakana and hiragana characters. Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Konami's "Wai Wai World" (1988) on the Nintendo Famicom.
The original was only released in Japan, and contains a complete set of katakana, with a handful of latin characters (used mostly on the start screen). This recreation includes additional characters to complete the set of uppercase latin characters.
In the game's tileset, the dakuten and handakuten for the katakana 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 changes, only the characters present in the game's tile set have been included.
Recreation of the pixel font from Compile/Irem's "The Guardian Legend" (aka "Guardic Gaiden", 1988) on the Nintendo Famicom / NES. It combines the characters from the North American/European release and the original Japanese one.
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.
Similarly, in the password entry screen the game includes various characters with an umlaut/diaeresis, which are rendered as a separate tile in the preceding line. In this recreation, these have also been pre-combined. The game itself also uses some non-standard combinations (such as a "k" with an umlaut) - these have not been included, as they don't map to any standard unicode character. Lastly, to avoid confusion, the numeral "0" in the password entry screen uses a slash. This has been mapped to the "Latin Capital Letter O with Stroke" character (U+00D8).
Beyond this, only the characters present in the game's tile set have been included.
Recreation of the main pixel font from Nintendo's "The Legend of Zelda: The Minish Cap" (2004) on the Game Boy Advance.
This is the monospaced variant, as found in the game's ROM and as used in the initial character name entry screens. In game, the font is then used proportionally - this will be provided as a separate font recreation.
A handful of characters - ™ trade mark sign (U+2122), ♪ eight note (U+266A), ❤ heavy black heart (U+2764), ▶ black right-pointing triangle (U+25B6) - had very subtle antialiasing. In this recreation, it has been removed. The tileset also includes two different sets of double quotation marks (which are not used in the game itself) - the "fatter" ones have been mapped to heavy double turned comma quotation mark ornament (U+275D) and heavy double comma quotation mark ornament (U+275E).
This font includes a full set of hiragana and katakana characters, with custom glyphs for characters with a dakuten and handakuten. The game itself also uses a series of complex kanji characters (particularly in the introduction). Some of those characters are also wider than the default 8 pixel tiles. These have not been included in this recreation.
Only the characters present in the game's tile set have been included.
Based on the Ferengi character chart for the LCARS 47 Project. Tried to keep it phonetic where possible (compare with original chart on www.lcars47.com to see where the more counterintuitive mapping comes in, such as l- sounds mapped to z- dakuon, etc.). Clones encouraged!
Constructed script for a conlang (5x5 version). Katakana keyboard setting required to use.
人工文字は人工言語を為(5x5バージョン)。カタカナキーボード設定は所要に使う。
Pretty much abandoned currently. Do with whatever you will.
Just please give credit, lest the effort go in vein.
I remember fondly playing Final Fantasy Dawn of Souls on the Game Boy Advance, FF1 in particular one of my favourite of the two games, which I had replayed a good number of times. As I became curious about the game once again, I started looking it up and started gazing at the fonts used, started looking up the font for it, and came across a resource sheet that contained all the characters for both Basic Latin and other languages, then I started to think about how the font changed looks in certain characters in other titles, such as the 3D remake of Final Fantasy IV and The 4 Heroes of Light, both games released for the Nintendo DS. I started thinking to myself, what if there was a monospaced version of this font?
And so, I got to work, thinking how it would all look if Square Enix indeed decided to go monospace for all the characters intstead of only the numbers for the GBA FF games and even had most of the small letters and even numbers expand horizontally by one pixel and even went the extra mile to add Greek, Coptic, Cyrillic and even Hiragana and Katakana. Not content with this, I even decided to add in a few extra things and even decided to add in characters used in computers of old, namely Box Drawing and Block Elements.
A bit of a "quick" project that I am finally happy to release onto the world.
5/12/23 : Fixed up some glyphs in the Box Drawing set. Now they should look nicer and fit with the rest good and proper.
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.
Updates:
Added Kana Extended and Kanbun
Recreation of the pixel font from Data East's "Heavy Smash" (1993). This font contains an almost complete set of hiragana and katakana characters. Only the characters present in the game's tile set have been included.
Recreation of the italic pixel font from Capcom's "Dungeons & Dragons: Shadow over Mystara" (1996). This font is very sparingly used in the game - apparently, just for the character names, SP/HP counters, and (partially at least) the inventory ring interface.
This font includes a near complete set of hiragana and katakana characters, as well as a wide range of special characters (such as a full set of zodiac symbols).
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Aikom/Vic Tokai's "The Mafat Conspiracy" (1990) on the NES.
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 primary pixel font from Sunsoft's "Gremlins 2: The New Batch" (1990) on the NES, used primarily in the shop sequences.
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 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 primary pixel font from the Red/Naxat/Hudson Soft game "Air Zonk" (aka " PC Denjin Punkic Cyborg!", 1992) on the PC Engine/TurboGrafx-16.
This font contains an almost complete set of (very quirky/stylised) 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 pixel font from Enix's "Dragon Quest" (1986) on the NES, later released in North America as "Dragon Warrior" (1989) (but with a different main font, obviously).
In the game's tileset, the dakuten and handakuten for the hiragana and katakana are separate tiles (with one exception), 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 changes, only the characters present in the game's tile set have been included.