Amstrad CPC ASCII 8x8 Charset (Basic Latin + More Latin, complete) Added chars not inc luded in original Amstrad CPC charset. WARNING: no updates, use best http://fontstruct.com/fontstructions/show/amstrad_cpc_correct that correct my errors :)
Recreation of the pixel font from Palace Software's "The Sacred Armour of Antiriad" (1986) on the Commodore 64, ZX Spectrum, and Amstrad CPC.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font Capcom/Software Creations' "Bionic Commando" (1987) on the Amstrad CPC.
Note the spiral character, used for decorative borders, mapped to "Full Block" (U+2588).
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Palace Software's "Cauldron" (1985) on the Amstrad CPC, ZX Spectrum, and C64.
This recreation includes a few additional punctuation characters from the sequel, "Cauldon II: The Pumpkin Strikes Back" (1986). Apart from that, only the characters present in the game's tile set have been included.
Recreation of the pixel font from Codemasters' "Dizzy III - Fantasy World Dizzy" (1989) on the Commodore 64, Amstrad CPC, and ZX Spectrum.
The same font is used in all subsequent "Dizzy" adventure games - "Dizzy 3 and a Half - Into Magicland" (1991), "Dizzy IV - Magicland Dizzy" (1991), "Dizzy V - Spellbound Dizzy" (1991), and "Dizzy - Prince of the Yolkfolk" (1992).
Note that "Dizzy V - Spellbound Dizzy" (1991) uses the "66" style left quotation marks (U+201C) at the start of any speech, while in all other games the "Double High-Reversed-9 Quotation Mark" (U+201F) is used.
"Dizzy II - Treasure Island Dizzy" (1988) already used an early version of this font, but with fewer special characters. One major difference is the single quote/apostrophe character - compared to all later games, which use a "9" style apostrophe, "Dizzy II" used a straight diagonal small one. This has been included in this recreation, mapped to "Right Single Quotation Mark" (U+2019).
Also note that the egg character - used to indicate lives in game - is mapped to "black circle" (U+25CF).
Only the characters present in the game's tile set have been included.
Updated 06/2023: added the apostrophe from "Dizzy II", added the "66" style left quotation mark, and confirmed that this same font is used for the rest of the series, and on all other 8-bit platforms.
Recreation of the pixel font from Ubisoft's "Hurlements" (1988) on the Amstrad CPC.
Note that this font is incomplete, missing all numbers except "2". It also doesn't include any accented characters, with the exception of German diaeresis/Umlaut characters.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from MD Software/Activision's "Knightmare" (1987) on the Amstrad CPC and ZX Spectrum.
This is yet another use of the same font I first stumbled on in the "Dizzy" games, with slightly different punctuation marks/special characters. This time at least, there's a connection to "Last Ninja 2" (which also uses this font), as they're both by the same programmer, Mev Dinc.
Only the characters present in the game's tile set have been included.
This is a clone of Dizzy III - Fantasy World DizzyRecreation of the pixel font from System 3/Beam Software's "Last Ninja 2" (1988) on the Amstrad CPC.
On the Amstrad, the font is used for the score counter and timer, and the screens between levels. In "Last Ninja 2 Remix" (1990), the font is also used for the initial title screen.
The title screen of the ZX Spectrum remix version also uses his font, but otherwise sticks to a different font for any other text, just like the regular/non-remix version.
Oddly, the font is the same (with the exception of the punctuation marks) as the one in Codemasters' "Dizzy II - Treasure Island Dizzy" (1988).
Only the characters used in the game have been included.
This is a clone of Dizzy III - Fantasy World Dizzy