Re: [stella] Experimental Text Screen

Subject: Re: [stella] Experimental Text Screen
From: "Clay Halliwell" <clay.h@xxxxxxxxxxxxxxxx>
Date: Sat, 25 Jan 2003 16:55:08 -0600
> I'm going to need a text system for my RPG and I've thought about doing a
> variable width font in the 48 pixel sprite, but I don't know how to do it
> without using a lot of RAM.  I'll probably just end up using David Crane's
> text system.

IMHO, variable-width font rendering on 2600 = more trouble than it's worth.
Dozens of old Atari games have demonstrated that people are perfectly
capable of reading well-designed 4-bit fonts. Going with 2 left-right
flickering 48-pixel sprites, at 4 bits per character, would give you a
generous 24 characters per line. More legible than the flicker-interlace
mess of the Stellar Track routine too.


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