If I figure out how to use a 4x4 font on the NES, I might give the engine support to average the pixels in the font from 1bpp to 2bpp so that it may halve the font's height, width, or both.
this means if you have halve either horizontally (width) or vertically (height) the following occurs:
in a 1bpp scanline (halve horizontally), or column (halve vertically) of odd and even bits:
Code:
1bpp "00" becomes 2bpp "0"
1bpp "01" becomes 2bpp "1"
1bpp "10" becomes 2bpp "1"
1bpp "11" becomes 2bpp "3"
in a 1bpp square of odd,even bits (halve both width and height):
Code:
00
00
would become "0"
each of:
00 00 01 10
01 10 00 00
would become "1"
each of:
00 01 10 11 10 01
11 01 10 00 01 10
would become "2"
each of:
01 10 11 11
11 11 01 10
would become "3"
11
11
would become "3"
(or some similar filter.)
In this manner:
As-is, is similar to the Link's Awakening font.
Half-width, is similar to the Seiken Densetsu 2 font. (Secret of Mana)
Half-height, i don't recall a game that uses that.
Half-width/height, is similar to the Lemmings 1 font.
This is a custom homebrew font I made.
using any combination of halving, if possible, I could make use of 4 different combinations of selectable horizontal/vertical screen resolutions for my game combined with 4 different combinations of the amount of columns/rows of text.