### Combined Options for bm2uns Source: https://context7.com/viznut/unscii/llms.txt Example demonstrating the combination of multiple options for image conversion, including palette, dithering, and cell size. ```bash # Combined options ./bm2uns -p256 -a1 -c8x16 screenshot.png > output.txt ``` -------------------------------- ### HEX Font Format Example Source: https://context7.com/viznut/unscii/llms.txt The HEX format stores bitmap fonts with Unicode codepoints and hexadecimal bitmap data. Glyph dimensions are determined by the length of the hex string. ```text # HEX format structure: CODEPOINT:HEXBITMAP # Example glyphs from unscii-8.hex: 00041:00007C12127C1010 # 'A' - 8x8 pixels (16 hex chars) 00042:00007C44447844447C # 'B' - 8x16 pixels (32 hex chars) 0FF21:00007C121200007C12127C1010101010101010 # Wide 'A' - 16x16 (64 hex chars) # Reading bitmap data (8x8 example for 'A'): # 00 = ........ # 00 = ........ # 7C = .#####.. # 12 = ...#..#. # 12 = ...#..#. # 7C = .#####.. # 10 = ...#.... # 10 = ...#.... ``` -------------------------------- ### Copy Files to Web Directory with Makefile Source: https://context7.com/viznut/unscii/llms.txt Copies build artifacts to the web directory for deployment. ```bash # Copy files to web directory make web ``` -------------------------------- ### Create Source Package with Makefile Source: https://context7.com/viznut/unscii/llms.txt Generates a source package containing all necessary files for the project. ```bash # Create source package make srcpackage ``` -------------------------------- ### Build All Fonts and Tools with Makefile Source: https://context7.com/viznut/unscii/llms.txt Orchestrates the complete font build pipeline, including generating PCF, TTF, and the bm2uns tool. ```bash # Build all fonts (PCF, TTF, and bm2uns tool) make all ``` -------------------------------- ### Select Dithering Algorithm for bm2uns Source: https://context7.com/viznut/unscii/llms.txt Chooses the dithering algorithm for image conversion, from no dither to dithering all cells. ```bash # Select dithering algorithm ./bm2uns -a0 image.png # No dither (default) ./bm2uns -a1 image.png # Dither monochrome cells only ./bm2uns -a2 image.png # Dither all cells ``` -------------------------------- ### Glyph Transformations Source: https://context7.com/viznut/unscii/llms.txt Demonstrates glyph transformations like horizontal flip (FLIPX), vertical flip (FLIPY), inversion (INV), and double width (DBLW). ```text # Transformations U+2190 FLIPX 2192 # Left arrow = horizontal flip of right arrow U+2193 FLIPY 2191 # Down arrow = vertical flip of up arrow U+25D9 INV 25CF # Inverse bullet = inverted filled circle U+FF21 DBLW 0041 # Fullwidth A = double-width of A ``` -------------------------------- ### Compile Bitmap to UNSCII Art Converter Source: https://context7.com/viznut/unscii/llms.txt Compiles the bm2uns tool, which converts bitmap images to UNSCII art with ANSI color support. Requires SDL and SDL_image libraries. ```bash # Compile (requires SDL and SDL_image) gcc -O3 bm2uns.c -o bm2uns `sdl-config --libs --cflags` -lSDL_image -lm ``` -------------------------------- ### Build Standard UNSCII Fonts (assemble.pl) Source: https://context7.com/viznut/unscii/llms.txt Use assemble.pl to build the standard 8x8 and 8x16 UNSCII font variants. This script processes source definition files to generate HEX format bitmap fonts. ```bash # Build the standard UNSCII fonts (8x8 and 8x16 variants) ./assemble.pl # Output: unscii-8.hex, unscii-16.hex, uns2uni.tr # Build alternative font variants with different visual styles ./assemble.pl thin # Thin-line variant (1-pixel strokes) ./assemble.pl alt # Alternative character shapes ./assemble.pl mcr # Futuristic/MCR style ./assemble.pl fantasy # Fantasy game style # Output: unscii-8-thin.hex, unscii-8-alt.hex, etc. ``` -------------------------------- ### Bitmap to UNSCII Pre-build Script Source: https://github.com/viznut/unscii/blob/main/README.md bm2uns-prebuild.pl is a Perl script used to build tables for the bm2uns.c converter. ```perl bm2uns-prebuild.pl: builds some tables for bm2uns.c ``` -------------------------------- ### Select Color Palette for bm2uns Source: https://context7.com/viznut/unscii/llms.txt Specifies the color palette for the UNSCII art conversion, ranging from monochrome to 256-color xterm. ```bash # Select color palette ./bm2uns -p0 image.png # White on black (monochrome) ./bm2uns -p1 image.png # Black on white (monochrome) ./bm2uns -p8 image.png # 8-color ANSI ./bm2uns -p16 image.png # 16-color PC ANSI ./bm2uns -p256 image.png # xterm 256-color ./bm2uns -p232 image.png # 256-color without ANSI-16 (default) ``` -------------------------------- ### Compile and Use Font Vectorizer (vectorize.c) Source: https://context7.com/viznut/unscii/llms.txt Compile the C source file vectorize.c using gcc to create an executable for converting HEX bitmap fonts to SVG vector format. The tool requires specifying glyph dimensions. ```bash # Compile the vectorizer gcc -Os vectorize.c -o vectorize # Convert 8x8 font to SVG ./vectorize 8 8 < unscii-8.hex > unscii-8.svg # Convert 8x16 font to SVG ./vectorize 16 16 < unscii-16.hex > unscii-16.svg # Convert variant fonts with style names ./vectorize 8 thin < unscii-8-thin.hex > unscii-8-thin.svg ./vectorize 8 fantasy < unscii-8-fantasy.hex > unscii-8-fantasy.svg ./vectorize 8 tall < unscii-8-tall.hex > unscii-8-tall.svg # Output is SVG font format: # # # # # # ... ``` -------------------------------- ### Build Specific Targets with Makefile Source: https://context7.com/viznut/unscii/llms.txt Builds specific font targets (e.g., 8x8 HEX, 8x16 HEX, thin variant, merged full font) or tools like bm2uns. ```bash # Build specific targets make unscii-8.hex # Assemble 8x8 HEX font make unscii-16.hex # Assemble 8x16 HEX font make unscii-8-thin.hex # Assemble thin variant make unscii-16-full.hex # Merge with Unifont make unscii-8.pcf # Build X11 compiled font make unscii-16.ttf # Build TrueType font make bm2uns # Build image converter ``` -------------------------------- ### Set Custom Cell Size and Offset for bm2uns Source: https://context7.com/viznut/unscii/llms.txt Allows setting custom cell sizes (e.g., 8x8, 16x16) and offsets for image conversion. Auto-detects cell size if only '-c' is provided. ```bash # Set custom cell size and offset ./bm2uns -c8x8+0+0 image.png # Default 8x8 cells ./bm2uns -c16x16+0+0 image.png # Larger cells for lower resolution ./bm2uns -c image.png # Auto-detect cell size from content ``` -------------------------------- ### Makefile for UNSCII Source: https://github.com/viznut/unscii/blob/main/README.md The Makefile defines targets for building font files and other related components of the UNSCII project. ```makefile Makefile: builds the font files and some other stuff ``` -------------------------------- ### Bitmap to UNSCII Converter Source: https://github.com/viznut/unscii/blob/main/README.md bm2uns.c is a C program that converts arbitrary bitmaps into UNSCII art. It requires SDL_image for image loading. ```c bm2uns.c: converts arbitrary bitmaps into unscii art (needs SDL_image) ``` -------------------------------- ### Convert Image to UNSCII Art Source: https://context7.com/viznut/unscii/llms.txt Basic usage for converting an image to UNSCII art. The tool uses pattern matching to find the best Unicode character for each cell. ```bash # Basic usage - convert image to UNSCII art ./bm2uns image.png ``` -------------------------------- ### Generate Vector Fonts with FontForge (makevecfonts.ff) Source: https://context7.com/viznut/unscii/llms.txt Execute the FontForge script makevecfonts.ff to convert SVG fonts into TrueType (TTF), OpenType (OTF), and Web Open Font Format (WOFF). The script takes the base font name as an argument. ```bash # Generate TTF, OTF, and WOFF from SVG ./makevecfonts.ff unscii-8 # Output: unscii-8.ttf, unscii-8.otf, unscii-8.woff ./makevecfonts.ff unscii-16 # Output: unscii-16.ttf, unscii-16.otf, unscii-16.woff ./makevecfonts.ff unscii-8-fantasy # Output: unscii-8-fantasy.ttf, unscii-8-fantasy.otf, unscii-8-fantasy.woff ``` -------------------------------- ### Generate Full 16x16 Font with Merged Glyphs Source: https://context7.com/viznut/unscii/llms.txt Merges UNSCII with Fixedsys Excelsior and GNU Unifont to create a comprehensive Unicode font. Requires unscii-16.hex, unifont.hex, and fsex-adapted.hex. ```bash # Generate the full 16x16 font with merged glyphs # Requires: unscii-16.hex, unifont.hex, fsex-adapted.hex ./merge-otherfonts.pl > unscii-16-full.hex ``` -------------------------------- ### Define Medium Shade Blocks Source: https://github.com/viznut/unscii/blob/main/src/divisions.txt Vector commands for defining half-shaded blocks in various orientations. ```VEC VEC rect_shade(0,0,96,48) ``` ```VEC VEC rect_shade(0,48,96,96) ``` ```VEC VEC rect_shade(0,0,48,96) ``` ```VEC VEC rect_shade(48,0,96,96) ``` -------------------------------- ### Clean Generated Files with Makefile Source: https://context7.com/viznut/unscii/llms.txt Removes generated files from the build process. ```bash # Clean generated files make clean ``` -------------------------------- ### Convert HEX to BDF (hex2bdf.pl) Source: https://context7.com/viznut/unscii/llms.txt Use hex2bdf.pl to convert HEX format fonts to X11 BDF format. This script is derived from the GNU Unifont project and requires specifying version, variant, and rows. ```bash # Convert 8x16 font to BDF format ./hex2bdf.pl --version=2.1 --variant='16' --rows=16 < unscii-16.hex > unscii-16.bdf # Convert 8x8 font to BDF format ./hex2bdf.pl --version=2.1 --variant='8' --rows=8 < unscii-8.hex > unscii-8.bdf # Convert variant fonts ./hex2bdf.pl --version=2.1 --variant='thin' --rows=8 < unscii-8-thin.hex > unscii-8-thin.bdf ./hex2bdf.pl --version=2.1 --variant='fantasy' --rows=8 < unscii-8-fantasy.hex > unscii-8-fantasy.bdf # Pipeline to generate PCF (compiled) font ./hex2bdf.pl --version=2.1 --variant='16' --rows=16 < unscii-16.hex | bdftopcf > unscii-16.pcf ``` -------------------------------- ### Define Checkerboard Fills Source: https://github.com/viznut/unscii/blob/main/src/divisions.txt Vector commands for defining checkerboard pattern fills. ```VEC VEC rect_checkerboard(0,0,96,48) ``` ```VEC VEC rect_checkerboard(0,48,96,96) ``` ```VEC VEC rect_checkerboard(0,0,48,96) ``` -------------------------------- ### Font Compilation Script Source: https://github.com/viznut/unscii/blob/main/README.md The assemble.pl script compiles source files into .hex font files. It is a Perl script used in the font compilation process. ```perl assemble.pl: compiles the files under src/ into .hex files. ``` -------------------------------- ### Define Shaded Triangles Source: https://github.com/viznut/unscii/blob/main/src/divisions.txt Vector commands for defining medium-shaded triangular shapes. ```VEC VEC poly_shade(96,0,0,96,96,96) ``` ```VEC VEC poly_shade(0,0,0,96,96,96) ``` -------------------------------- ### Double Height Font Conversion (doubleheight.pl) Source: https://context7.com/viznut/unscii/llms.txt The doubleheight.pl script stretches 8x8 glyphs into 8x16 by duplicating each row. This is used to create the 'tall' variant font. ```bash # Create tall variant (8x8 glyphs stretched to 8x16) ./doubleheight.pl < unscii-8.hex > unscii-8-tall.hex # Input line: # 00041:007C12127C101010 # Output line (each byte doubled): # 00041:00007C7C12121212127C7C101010101010101010 ``` -------------------------------- ### Unicode-to-Unscii Mapper Source: https://github.com/viznut/unscii/blob/main/src/grids.txt Ruby script to generate Unicode to Unscii character mappings. ```ruby uu=0x1fb00 (0..63).each{|u| if not ((u&0x15==0x15 or u&0x15==0) and (u&0x2a==0x2a or u&0x2a==0)) then c=(u&1)+(u&2==2?8:0)+(u&4==4?2:0)+(u&8==8?16:0)+(u&16==16?4:0)+(u&32) print "U+%X = %X\n"%[uu,c+0xe080] uu+=1 end } ``` -------------------------------- ### Basic Glyph Definition (8x8) Source: https://context7.com/viznut/unscii/llms.txt Defines a basic 8x8 bitmap glyph for the character 'A' using a custom text format. ```text # Basic glyph definition (8x8) U+0041 LATIN CAPITAL LETTER A 8x8 ........ .#####.. #.....#. #.....#. #######. #.....#. #.....#. ........ ``` -------------------------------- ### Define Block Segments Source: https://github.com/viznut/unscii/blob/main/src/divisions.txt Vector commands for defining upper block segments of varying heights. ```VEC VEC rect(0,0,96,12*3) ``` ```VEC VEC rect(0,0,96,12*5) ``` ```VEC VEC rect(0,0,96,12*6) ``` ```VEC VEC rect(0,0,96,12*7) ``` -------------------------------- ### Vector Font Builder Source: https://github.com/viznut/unscii/blob/main/README.md vectorize.c is a C program that generates an SVG font file from a .hex font file. ```c vectorize.c: builds a .svg font file from a .hex file ``` -------------------------------- ### 8x8 Diagonal Line (Top-Left to Bottom-Right) Source: https://github.com/viznut/unscii/blob/main/src/lines.txt Represents a diagonal line from top-left to bottom-right in an 8x8 grid. Uses a 2-pixel thickness compromise. ```text ##...... .##..... ..##.... ...##... ....##.. .....##. ......## .......# ``` -------------------------------- ### Vector Font Generation Script Source: https://github.com/viznut/unscii/blob/main/README.md makevecfonts.ff is a Fontforge script used to build TrueType, OpenType, and WOFF fonts from an SVG font source. ```fontforge makevecfonts.ff: a Fontforge script to build ttf/otf/woff fonts from an .svg font ``` -------------------------------- ### Define Unscii Character Rectangles Source: https://github.com/viznut/unscii/blob/main/src/grids.txt Defines the geometric layout for specific Unscii characters using VEC rect commands. ```text U+E090 VEC rect(48,32,96,64) ``` ```text U+E098 VEC rect(48,0,96,64) ``` ```text U+E0A0 VEC rect(48,64,96,96) ``` ```text U+E0A8 VEC rect(48,0,96,32) VEC rect(48,64,96,96) ``` ```text U+E0B8 VEC rect(48,0,96,96) ``` -------------------------------- ### Glyph Width Checker Script Source: https://github.com/viznut/unscii/blob/main/README.md checkwidths.pl is a Perl script that verifies if the glyph widths in a .hex file are consistent with terminal usage. ```perl checkwidths.pl: checks if the glyph widths in a .hex file match terminal usage ``` -------------------------------- ### Define Right-Angled Triangles Source: https://github.com/viznut/unscii/blob/main/src/divisions.txt Vector commands for defining solid and hollow right-angled triangles. ```VEC VEC poly(0,96,96,96,96,0) ``` ```VEC VEC poly(96,0,0,0,0,96) VEC poly_erase(96-slw-slh,slh,slw,slh,96-slh,96-slw-slh) ``` -------------------------------- ### Arabic Character Grid Definitions Source: https://github.com/viznut/unscii/blob/main/src/arabic.txt Pixel-grid representations for various Arabic characters in 8x8 and 8x16 formats. These grids define the visual structure for specific Unicode points. ```text U+0628 8x8 ........ 8814 Sakhr widened. ........ 8815 #......# 8816 #......# 8817 .######. 8818 ........ 8819 ...##... 8820 ........ 8821 8x16 ........ ADOS, adjusted to Fixedsys position. ........ ........ ........ ........ #......# Fixedsys has 2-height. We follow ADOS with 3 #......# since even Sakhr 8x8 is 2-height. #......# ######## .######. ........ ...##... ........ ........ ........ ........ ``` ```text U+FE91 8x8 ........ 8806 Sakhr, dot widened ........ 8807 .......# 8808 .......# 8809 #######. 8810 ........ 8811 ...##... 8812 ........ 8813 8x16 ........ ADOS. 4-high because FSex is 3-high. ........ ........ ........ .......# ......## ......## ......## #######. ######.. ........ .....##. ........ ........ ........ ........ ``` ```text U+FE92 8x8 ........ 8806 Sakhr modified ........ 8807 ....#... 8808 ....#... 8809 ####.### 8810 ........ 8811 ...##... 8812 ........ 8813 8x16 ........ FSex with wider dot. ........ ........ ........ ........ ....#... ....#... ....#... ######## ####.### ........ ...##... ........ ........ ........ ........ ``` ```text U+0646 8x8 ...##... 8814 Sakhr #......# 8815 Full N is slightly higher than B #......# 8816 #......# 8817 .######. 8818 ........ 8819 ........ 8820 ........ 8821 8x16 ........ ........ ........ ...##... ........ #......# #......# #......# ######## .######. ........ ........ ........ ........ ........ ........ ``` ```text U+FEE7 8x8 ....##.. 8806 ........ 8807 ......#. 8808 ......#. 8809 ######.. 8810 ........ 8811 ........ 8812 ........ 8813 8x16 ........ ........ .....##. ........ ......#. .....##. .....##. .....##. ######.. #####... ........ ........ ........ ........ ........ ........ ``` ```text U+FEE8 8x8 ....##.. 8806 ........ 8807 ....#... 8808 ....#... 8809 ####.### 8810 ........ 8811 ........ 8812 ........ 8813 8x16 ........ ........ ........ ....##.. ........ ....#... ....#... ....#... ######## ####.### ........ ........ ........ ........ ........ ........ ``` ```text U+062A 8x8 ..##.##. 8814 Sakhr widened. Adapted from 0628. ........ 8815 Dot spacing is 1 everywhere, so no symmetry. #......# 8816 Ados has 2-spacing in some variants. #......# 8817 .######. 8818 ........ 8819 ........ 8820 ........ 8821 8x16 ........ ........ ........ ..##.##. ........ #......# #......# #......# ######## .######. ........ ........ ........ ........ ........ ........ ``` ```text U+FE97 8x8 ..##.##. 8806 Adapted & moved ........ 8807 ....#... 8808 ....#... 8809 ####.... 8810 ........ 8811 ........ 8812 ........ 8813 8x16 ........ Adapted & moved ........ ..##..## ........ .....#.. ....##.. ....##.. ....##.. #####... ####.... ........ ........ ........ ........ ........ ........ ``` ```text U+FE98 8x8 ..##.##. 8806 Adapted ........ 8807 ....#... 8808 ....#... 8809 ####.### 8810 ........ 8811 ........ 8812 ........ 8813 8x16 ........ Adapted ........ ........ ..##.##. ........ ....#... ....#... ....#... ######## ####.### ........ ........ ........ ........ ........ ........ ``` ```text U+062B 8x8 ...##... 8814 Sakhr lowered, dots as in ADOS .##..##. 8815 ........ 8816 #......# 8817 .######. 8818 ........ 8819 ........ 8820 ........ 8821 8x16 ........ Adapted. We can now afford more spacing. ...##... ........ .##..##. ........ #......# #......# #......# ######## .######. ........ ........ ........ ........ ........ ........ ``` ```text U+FE9B 8x8 ...##... 8806 Adapted .##..##. 8807 ........ 8808 ....#... 8809 ####.... 8810 ........ 8811 ........ 8812 ........ 8813 8x16 ....##.. ........ ..##..## ........ .....#.. ....##.. ....##.. ....##.. #####... ####.... ........ ........ ........ ........ ........ ........ ``` ```text U+FE9C 8x8 ...##... 8806 Adapted .##..##. ........ 8808 ....#... 8809 ####.### 8810 ........ 8811 ........ 8812 ........ 8813 8x16 ........ Adapted ...##... ........ .##..##. ........ ....#... ....#... ....#... ######## ####.### ........ ........ ........ ........ ........ ........ ``` ```text U+0629 8x8 ...##.## 9326 Sakhr widened ........ 9327 ....#### 9328 ....#..# 9329 ....#### 9330 ........ 9331 ........ 9332 ........ 9333 ``` -------------------------------- ### 8x8 Irregular Diagonal Line (Top-Left to Bottom-Right) Source: https://github.com/viznut/unscii/blob/main/src/lines.txt Represents an irregular diagonal line from top-left to bottom-right in an 8x8 grid, with a 2-pixel thickness. ```text ##...... .###.... ...###.. .....##. .....##. ......## ......## .......# ``` -------------------------------- ### Hex to BDF Converter Script Source: https://github.com/viznut/unscii/blob/main/README.md hex2bdf.pl is a Perl script, originally from the Unifont project, that converts .hex font files into the X11 .bdf format. ```perl hex2bdf.pl: converts a .hex file into X11 .bdf format (from Unifont) ``` -------------------------------- ### Combining Characters Definition Source: https://context7.com/viznut/unscii/llms.txt Defines a combining character by creating a new glyph from existing ones, shown here for 'A' with a grave accent. ```text # Combining characters (create from existing glyphs) U+00C0 = 0041 + 0300 # A with grave = A + combining grave accent ``` -------------------------------- ### 2x2 Grid Pseudopixel: Bottom-Left Quadrant Source: https://github.com/viznut/unscii/blob/main/src/grids.txt Represents the bottom-left 2x2 pseudopixel using VEC rect. This pattern is found in various character sets. ```VEC VEC rect(0,48,48,96) ``` ```text 8x8 ........ ........ ........ ........ ####.... ####.... ####.... ####.... ``` -------------------------------- ### 2x2 Grid Pseudopixel: Top-Left Quadrant Source: https://github.com/viznut/unscii/blob/main/src/grids.txt Represents the top-left 2x2 pseudopixel using VEC rect. This pattern is found in various character sets. ```VEC VEC rect(0,0,48,48) ``` ```text 8x8 ####.... ####.... ####.... ####.... ........ ........ ........ ........ ``` -------------------------------- ### Define Unscii Character Mappings Source: https://github.com/viznut/unscii/blob/main/src/grids.txt Lists the additive relationships between Unscii character codes. ```text U+E089 = E088+E081 U+E08A = E088+E082 U+E08B = E088+E083 U+E08C = E088+E084 U+E08D = E088+E085 U+E08E = E088+E086 U+E08F = E088+E087 ``` ```text U+E091 = E090+E081 U+E092 = E090+E082 U+E093 = E090+E083 U+E094 = E090+E084 U+E095 = E090+E085 U+E096 = E090+E086 U+E097 = E090+E087 ``` ```text U+E099 = E098+E081 U+E09A = E098+E082 U+E09B = E098+E083 U+E09C = E098+E084 U+E09D = E098+E085 U+E09E = E098+E086 U+E09F = E098+E087 ``` ```text U+E0A1 = E0A0+E081 U+E0A2 = E0A0+E082 U+E0A3 = E0A0+E083 U+E0A4 = E0A0+E084 U+E0A5 = E0A0+E085 U+E0A6 = E0A0+E086 U+E0A7 = E0A0+E087 ``` ```text U+E0A9 = E0A8+E081 U+E0AA = E0A8+E082 U+E0AB = E0A8+E083 U+E0AC = E0A8+E084 U+E0AD = E0A8+E085 U+E0AE = E0A8+E086 U+E0AF = E0A8+E087 ``` ```text U+E0B1 = E0B0+E081 U+E0B2 = E0B0+E082 U+E0B3 = E0B0+E083 U+E0B4 = E0B0+E084 U+E0B5 = E0B0+E085 U+E0B6 = E0B0+E086 U+E0B7 = E0B0+E087 ``` ```text U+E0B9 = E0B8+E081 U+E0BA = E0B8+E082 U+E0BB = E0B8+E083 U+E0BC = E0B8+E084 U+E0BD = E0B8+E085 U+E0BE = E0B8+E086 U+E0BF = E0B8+E087 ``` -------------------------------- ### 8x16 Glyph Variant Definition Source: https://context7.com/viznut/unscii/llms.txt Defines an 8x16 bitmap glyph for the character 'A', which can coexist with 8x8 definitions. ```text # 8x16 variant (can coexist with 8x8) U+0041 8x16 ........ ........ .#####.. #.....#. #.....#. #.....#. #######. #.....#. #.....#. #.....#. ........ ........ ........ ........ ........ ``` -------------------------------- ### 2x2 Grid Pseudopixel: Bottom-Right Quadrant Source: https://github.com/viznut/unscii/blob/main/src/grids.txt Represents the bottom-right 2x2 pseudopixel using VEC rect. This pattern is found in various character sets. ```VEC VEC rect(48,48,96,96) ``` ```text 8x8 ........ ........ ........ ........ ....#### ....#### ....#### ....#### ``` -------------------------------- ### Converter Generation Script Source: https://github.com/viznut/unscii/blob/main/README.md makeconverters.pl is a Perl script that generates shell scripts for converting between Unicode and legacy UNSCII character sets. ```perl makeconverters.pl: makes shell scripts that convert between Unicode and legacy Unscii ``` -------------------------------- ### 8x8 Horizontal Line at Scanline 2/8 Source: https://github.com/viznut/unscii/blob/main/src/lines.txt Draws a horizontal line positioned at the second scanline of an 8x8 grid. Useful for partial horizontal lines. ```text ........ ######## ######## ........ ........ ........ ........ ........ ``` -------------------------------- ### 2x2 Grid Pseudopixel: Top-Right Quadrant Source: https://github.com/viznut/unscii/blob/main/src/grids.txt Represents the top-right 2x2 pseudopixel using VEC rect. This pattern is found in various character sets. ```VEC VEC rect(48,0,96,48) ``` ```text 8x8 ....#### ....#### ....#### ....#### ........ ........ ........ ........ ``` -------------------------------- ### 8x16 Horizontal Scan Line-1 Source: https://github.com/viznut/unscii/blob/main/src/lines.txt Represents a full horizontal line in an 8x16 grid. Provides a thicker horizontal line compared to 8x8. ```text ######## ######## ........ ........ ........ ........ ........ ........ ........ ........ ........ ........ ........ ........ ........ ........ ``` -------------------------------- ### 8x8 Horizontal Scan Line-1 Source: https://github.com/viznut/unscii/blob/main/src/lines.txt Represents a full horizontal line in an 8x8 grid. Used for basic horizontal line drawing. ```text ######## ######## ........ ........ ........ ........ ........ ........ ``` -------------------------------- ### Double Height Glyph Script Source: https://github.com/viznut/unscii/blob/main/README.md doubleheight.pl is a Perl script that stretches 8x8 glyphs from a .hex file to an 8x16 format. ```perl doubleheight.pl: stretches the 8x8 glyphs in a .hex file into 8x16 ``` -------------------------------- ### 8x8 Horizontal Line at Scanline 7/8 Source: https://github.com/viznut/unscii/blob/main/src/lines.txt Draws a horizontal line positioned at the seventh scanline of an 8x8 grid. Used for the bottom part of horizontal lines. ```text ........ ........ ........ ........ ........ ######## ######## ........ ``` -------------------------------- ### 2x4 Grid Pseudopixel: Top-Left Segment Source: https://github.com/viznut/unscii/blob/main/src/grids.txt Represents the top-left segment of a 2x4 Braille pseudopixel using VEC rect. This is a fundamental block for Braille patterns. ```VEC VEC rect(0,0,48,24) ``` ```text 8x8 ####.... ####.... ........ ........ ........ ........ ........ ........ ``` -------------------------------- ### 8x8 Horizontal Line at Scanline 3/8 Source: https://github.com/viznut/unscii/blob/main/src/lines.txt Draws a horizontal line positioned at the third scanline of an 8x8 grid. Used for specific horizontal line placements. ```text ........ ........ ######## ######## ........ ........ ........ ........ ``` -------------------------------- ### 2x4 Grid Pseudopixel: Bottom-Left Segment Source: https://github.com/viznut/unscii/blob/main/src/grids.txt Represents the bottom-left segment of a 2x4 Braille pseudopixel using VEC rect. This is a fundamental block for Braille patterns. ```VEC VEC rect(0,48,48,72) ``` ```text 8x8 ........ ........ ........ ........ ####.... ####.... ........ ........ ``` -------------------------------- ### Font Merging Script Source: https://github.com/viznut/unscii/blob/main/README.md merge-otherfonts.pl is a Perl script that supplements missing glyphs in a font file by merging data from unifont.hex and fsex-adapted.hex. ```perl merge-otherfonts.pl: fills in the missing glyphs from unifont.hex and fsex-adapted.hex ``` -------------------------------- ### 8x8 Left Vertical Box Line Source: https://github.com/viznut/unscii/blob/main/src/lines.txt Represents the leftmost vertical line in an 8x8 grid. Corresponds to Unicode U+23B8. ```text ##...... ##...... ##...... ##...... ##...... ##...... ##...... ##...... ``` -------------------------------- ### 8x8 Vertical Line at Position 2/8 Source: https://github.com/viznut/unscii/blob/main/src/lines.txt Draws a vertical line at the second column position in an 8x8 grid. Corresponds to Unicode U+E175. ```text .##..... .##..... .##..... .##..... .##..... .##..... .##..... .##..... ``` -------------------------------- ### 2x4 Grid Pseudopixel: Far-Bottom-Left Segment Source: https://github.com/viznut/unscii/blob/main/src/grids.txt Represents the far-bottom-left segment of a 2x4 Braille pseudopixel using VEC rect. This is a fundamental block for Braille patterns. ```VEC VEC rect(0,72,48,96) ``` ```text 8x8 ........ ........ ........ ........ ........ ........ ####.... ####.... ``` -------------------------------- ### Atari ST Hebrew Character U+05DB 8x16 Source: https://github.com/viznut/unscii/blob/main/src/hebrew.txt Displays the 8x16 pixel representation for the Hebrew character Kaf (U+05DB) on the Atari ST. ```text ........ ........ ........ ........ ........ ........ .#####.. .....##. .....##. .....##. .....##. .....##. .#####.. ........ ........ ........ ``` -------------------------------- ### Atari ST Hebrew Character U+05DB 8x8 Source: https://github.com/viznut/unscii/blob/main/src/hebrew.txt Displays the 8x8 pixel representation for the Hebrew character Kaf (U+05DB) on the Atari ST. ```text ........ ..####.. .....##. .....##. .....##. ..####.. ........ ........ ``` -------------------------------- ### 8x16 Horizontal Line at Scanline 2/10 Source: https://github.com/viznut/unscii/blob/main/src/lines.txt Draws a horizontal line positioned at the second scanline of an 8x16 grid. Corresponds to Unicode U+E170. ```text ........ ........ ######## ######## ........ ........ ........ ........ ........ ........ ........ ........ ........ ........ ........ ........ ``` -------------------------------- ### 2x4 Grid Pseudopixel: Bottom-Right Segment Source: https://github.com/viznut/unscii/blob/main/src/grids.txt Represents the bottom-right segment of a 2x4 Braille pseudopixel using VEC rect. This is a fundamental block for Braille patterns. ```VEC VEC rect(48,48,96,72) ``` ```text 8x8 ........ ........ ........ ........ ....#### ....#### ........ ........ ``` -------------------------------- ### 2x4 Grid Pseudopixel: Top-Right Segment Source: https://github.com/viznut/unscii/blob/main/src/grids.txt Represents the top-right segment of a 2x4 Braille pseudopixel using VEC rect. This is a fundamental block for Braille patterns. ```VEC VEC rect(48,0,96,24) ``` ```text 8x8 ....#### ....#### ........ ........ ........ ........ ........ ........ ``` -------------------------------- ### Atari ST Hebrew Character U+05E1 8x16 Source: https://github.com/viznut/unscii/blob/main/src/hebrew.txt Displays the 8x16 pixel representation for the Hebrew character Samekh (U+05E1) on the Atari ST. ```text ........ ........ ........ ........ ........ ........ .######. .##..##. .##..##. .##..##. .##..##. .##..##. ..####.. ........ ........ ........ ``` -------------------------------- ### Atari ST Hebrew Character U+05D1 8x16 Source: https://github.com/viznut/unscii/blob/main/src/hebrew.txt Displays the 8x16 pixel representation for the Hebrew character Bet (U+05D1) on the Atari ST. ```text ........ ........ ........ ........ ........ ........ .####... ....##.. ....##.. ....##.. ....##.. ....##.. .######. ........ ........ ........ ``` -------------------------------- ### 2x4 Grid Pseudopixel: Middle-Left Segment Source: https://github.com/viznut/unscii/blob/main/src/grids.txt Represents the middle-left segment of a 2x4 Braille pseudopixel using VEC rect. This is a fundamental block for Braille patterns. ```VEC VEC rect(0,24,48,48) ``` ```text 8x8 ........ ........ ####.... ####.... ........ ........ ........ ........ ```