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Sample Data User's Manual CONTENTS Introduction ......... 3 Font File .................. 4 Sample Data User's Manual (This page was blank in the original Japanese document.) 2
“Sample data” is data that is collected so that both application software and sample programs can use it. This version provides the font library. Sample Data User's Manual
Font File
These are bit mapped fonts that are used to display characters on the game machine. The fonts supplied include an 8 X 16 dot, a 1 byte code font and a 16 X 16 dot 2 byte code kanji font. •   Font Specifications -  1 byte code Font   8 X 16 dot ASCII Font Symbol Font Katakana font -  2 byte code Font    16 X 16 dot JIS 1 STANDARD KANJI Font JIS 2 STANDARD KANJI Font ●   Table of Fonts Provided
●   Font Format - ASCII.FON, KANA.FON Font data is in 16 byte units starting at the start of the file. Character Code
Font Data Equation to calculate the font position: Font Position = Character code x 16 - KANJI.FON These are JIS 1 and 2 STD KANJI Fonts.  Font data is in 32 byte units from the start of the file.
Equation to calculate the font position from the JIS code: Font Position=(JH-21h) x (7eh-21h+1)+(JL-21h) JH: JIS CODE Upper bytes JL:  JIS CODE Lower bytes ●   Font Code Table Code tables for ASCII.FON and KANA.FON are shown in Tables 1 and 2.

Font  Data  List
• ASCII, FON, KANA.FON The 1 byte code font is expressed by 8 bits X 16 and the significant address from the top is allocated. • KANJI.FON The 2 byte code font is expressed by 16 bits X 16 and the significant address from the top is allocated in the order of left to right.