GPFontMaker v2.0

GPFontMaker is the utility that will help you to prepare OKF fonts from TrueType fonts. Fonts can be post processed by your favourite image processor before the generation of the final OKF font.

To help you in the task of embedding the font directly in your executable, GPFontMaker can also export the generated font in C source files.

With GPFontMaker you can also extract OKF fonts embedded in other programs. That way you can use fonts generated by other designers, as OKF fonts are free fonts by definition (read License).

Once the OKF font is generated, you can test it directly on the GP32 with OKF Font Tester.

Main characteristics are:

  • Selectable font properties: typeface, size, bold, italic, underline, strikethrough and color.

  • Selectable character set.

  • Can export monospaced and proportional fonts.

  • Possibility to import a background to help preparing the font.

  • Exports directly the OKF font to C source code.

  • Can export to a single .H file or a combination of .C & .H files.

  • Possibility to create a mask bitmap to allow the creation of high quality antialiased bitmap fonts, or to create quality shadows behind the font.

  • Possibility to post process the font bitmaps with an image processor like Photoshop before generating the final OKF font (2 steps export).

  • Extracts OKF fonts embedded in *.gxb and non compressed *.fxe files.

  • General purpose RAW to C converter: exports any file to C sources files.

  • Only 16 bits colors (actually).

 

Tutorial 1: How to create a simple OKF font without post processing.

Tutorial 2: How to create a simple OKF font with post processing.

Tutorial 3: How to create a high quality antialiased OKF font.

Tutorial 4: How to create a shadowed OKF font.


Download OKDocs_v2_wip.zip with the zipped version of the documentation (work in progress).

 
     
     
 

Oankali's GP32 run-time library

Oankali's GP32 run-time library is a collection of high level functions I have designed to help programmers in developing programs for the Game Park GP32 handheld video console. I use it myself in my games and other programs.

This library will always be in construction. I will try to add functionalities while I develop new programs for the GP32.

I have tested in depth all the functions, but as it always happens in computer programming, it can be always a bug somewhere you didn't test. If you find one and you know how to correct it, or if you find a way to optimise the code, drop me an e-mail at oankali@nekanium.com and I will include the changes.

Here are the different categories of the library grouped by header files:

Header file Use
CLOCK.H To set up the GP32 cpu clock speed
FOLDER.H To retrieve a list of files and/or folders from your SMC card
FILESELECTOR.H (v2) To implement a run-time configurable file selector using the capabilities of FOLDER.H functions
GLOBAL.H (v2) Some global functions and variables needed by the other libraries
GRAPHICS16.H (v2) General purpose 16 bits functions that enhance the GP32 official SDK
LIST.H (v2) To maintain a chained list of dynamically allocated items
OKF.H (v2) To print text using the most advanced font technology actually available for the GP32. That's it, it's the OKF Font Engine
RIFF.H An easy interface to access or write RIFF data chunks in RIFF files

Download OKFDocs_v2.zip with the zipped version of all the documentation.
 
     
     
 

Gamepark SDK Setup

On the web you can find some tutorials that will explain you how to setup the Gamepark SDK with the GCC compiler under MS Windows, but I find them sometimes a little confusing and sometimes incomplete. That's why I've decided to prepare my own tutorials to setup up your computer to work exactly as I do it.

Actually, I work as follows:

  • I develop my GP32 programs and games under VC++ 6 using the Windows 32 bits official SDK provided by Gamepark with some adjustments for my convenience. Debugging with VC++ is a lot easier than with GCC. I just program in plain C, no C++ or ASM code in my programs (at least for the moment ^_^).
  • I then test my programs with GeePee32 compiling the sources with devkitARM. In this case my IDE is just the SciTE free editor.
  • Final tests are, of course, done on real hardware.

 

Tutorial 1: How to setup devkitARM with Gamepark official SDK including 16 bits color libraries.  (French)

Tutorial 2: How to setup VC++ 6 (or higher) with Gamepark Windows libraries. (French)

Tutorial 3: How to setup SciTE to compile GP32 programs.

FAQ: Things to have in mind when developing for the Gamepark SDK.

 
     

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Copyright (c) 2005 Guillem Reinoso