The letters range from (Y*X, i always forget which goes first) 5x2 to 5x5, they are put together to form a full 8 bits. Thus the 5x5 sprites are squished in with the 5x3 sprites forming one 5x8 sprite, the same with the 5x4 sprites, 5x2, etc. So in the 32 or so sprites I have, there are i think 66 letters, numbers (i used the same sprite for O and 0), and symbols.
Thanks for the font pack, though i think there isn't much i can do with such a small font. I changed it back to the TI's version, which is also really ugly, but i must admit it does look better than my zigzag.
EDIT: Yep, it's the same 's' as in your font pack. I'm gonna try to make the text routine a little more flexible (fitting multiple strings in one text box, scrolling longer texts, etc.)

- the new s
- monopoly.gif (1.57 KiB) Viewed 62232 times
UPDATE: So now i can draw more than one string at a time (see screenshot):
- Code: Select all
landProperty:
call drawTextTop
push hl
ld hl,textLandedOn ;"you have landed on"
call drawText
pop hl
ld a,(hl)
inc hl
ld h,(hl)
ld l,a
call drawText
call drawTextBottom
ret
It's not as pretty as before (just "ld hl,(hl)" / call drawText), but it works. Also got around to clipping the sprites, which was ridiculously easy as my gbuf has an extra row/column

I'm currently drawing up how i want to store the player information and plan to add another character to the board which'll be the first ever multiplayer version of my Monopoly game! I've also separated the word-counting routine thinking i could potentially use it to center the "Chance" text and whatever other texts i feel like.