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zx2psf(1) PSF Tools zx2psf(1)

zx2psf - convert a Spectrum font to PSF format

zx2psf [--rom] [--sna] [--mode=bare] [--mode=merge1] [--mode=latin1] [--mode=synth1] [--mode=move1] [--graphics=none] [--graphics=block] [--graphics=udg] [--psf1] [--psf2] [INPUTFILE [OUTPUTFILE]]

zx2psf converts a Spectrum font (either a +3DOS file, a TAP file with one member, or a raw memory dump) to PSF format.

The file is a Spectrum ROM image; extract the embedded font.
The file is a Spectrum SNA snapshot image; if it contains a font, extract it. This depends on the CHARS system variable having been set up so that the game outputs using the ROM routines; if the program in the snapshot uses some other form of output, it may leave CHARS alone or set it to a random value. For example, the font in the game 2112 cannot be found using this method.
The Spectrum font is copied as-is. Characters outside the range defined by the Spectrum are set to blank.
The Spectrum font is copied as-is. Characters outside the range defined by the Spectrum are set to those in LAT1-01.PSF (which is based on ISO-8859-1, but with extra character shapes).
As latin1 above, but the pound sign, up arrow and copyright characters are moved to their correct positions for ISO Latin-1.
As merge1, except that the Latin-1 characters are mostly generated from the Spectrum characters rather than being copied from LAT1-08.PSF. If this option is used the font will require manual editing afterwards to make it look better.
As bare, but the pound sign and copyright characters are moved to their correct positions for ISO Latin-1.
The graphics characters 128-159 will be blank (--mode=bare) or those from LAT1-08.PSF (other modes).
Characters 128-143 will be the Spectrum block graphics. 144-159 will be blank (--mode=bare) or those from LAT1-08.PSF (other modes).
Characters 128-143 will be the Spectrum block graphics. If the --sna option was present, characters 144-159 will be the first 16 user-defined graphics; otherwise they will be copies of "A" to "P". If --mode=bare is set, characters 160-164 will be the last five UDGs (if the --sna option is present) or copies of "Q" to "U" (otherwise).

The whole Latin-1 thing is ugly. Fortunately zx2psf always puts a correct Unicode directory on the resulting file, so Unicode-aware utilities should always be able to find the correct character.

psf2zx(1)

John Elliott <seasip.webmaster@gmail.com>.

21 June, 2008 Version 1.0.8

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