VGA Font File Formats ===================== We only deal with 8x8 fonts with 256 characters, so different formats aren't described here. 1. The binary format (*.bin) ---------------------------- A binary font file is always 2048 bytes in size. These bytes are divided into 256 characters, so every character is 8 bytes large. Each byte represents a character row. Consequently, each column is represented by one bit. The most-significant bit contains the pixel of the first column from the left. Example: We want to get the pixel in the third column of the second row of the seventh character. We assume you loaded the binary font file completely into a byte array called FontBits. // All indexes need to be zero-based UINT uCharacter = 6; UINT uRow = 1; UINT uColumn = 2; UCHAR uBit; // uBit will either contain 0 (0-bit is set) or 128 dec, 0x80 hex (1-bit is set) now uBit = FontBits[uCharacter * 8 + uRow] << uColumn & 0x80; 2. The PC Screen Font Version 1 format (*.psf) ---------------------------------------------- A PC Screen Font Version 1 file is always 2052 bytes in size. It has the following structure: struct PSF1_FILE { UCHAR uMagic[2]; UCHAR uMode; UCHAR uCharSize; UCHAR FontBits[2048]; }; * uMagic contains two magic bytes, which identify a PSFv1 file. These are: uMagic[0] = 0x36 uMagic[1] = 0x04 * uMode specifies special modes of the font. We only deal with fonts here, which don't have any special modes, so this value should be 0. * uCharSize specifies the size of a character. In our case, this needs to be 8. * Finally the FontBits array contains the font bits in the same format as described above. This way, it is very easy to convert a PSFv1 file to a binary *.bin file. - Colin Finck, 2008/02/01