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README.md
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README.md
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#Apple ]\[ HGR Font Tutorial
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Revision: 7, Jan 10, 2016.
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Revision: 8, Jan 10, 2016.
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# Table of Contents
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@ -330,15 +330,15 @@ Enter in:
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We actually _also_ need to moving the left-edge pixel over by 1 so it appears in the correct location when shifted:
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2304:22
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2704:92 ;
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2B04:14
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2F04:8C ;
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3304:8
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3704:8
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3B04:8
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2304:22
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2704:92 ;
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2B04:14
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2F04:8C ;
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3304:8
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3704:8
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3B04:8
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Ah-ha! We've got "smooth" `Y`.
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Ah-ha! We've got a "smooth" `Y`.
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![Screenshot 6](pics/hgrfont_06.png?raw=true)
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@ -346,7 +346,7 @@ Ah-ha! We've got "smooth" `Y`.
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We're going to ignore the half-pixel shift since it is easy to touch up the font data later if we wish.
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At the beginning we said to view the HGR screen in monochrome; Notice how the extra colors make the Hi-Res text much harder to read. If you are running on real hardware the Apple Color Composite Monitor had a push-button on the front to toggle the screen between color and monochrome. Now we know why!
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At the beginning we said to view the HGR screen in monochrome. Notice how the extra colors make the Hi-Res text much harder to read. If you are running on real hardware the Apple Color Composite Monitor had a push-button on the front to toggle the screen between color and monochrome. Now we know why!
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![Screenshot 7](pics/hgrfont_07.png?raw=true)
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@ -367,7 +367,7 @@ Since the font data chews up memory anyways we'll "splurge" and use the full 128
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128 glyphs * 8 bytes/glyph = 1024 bytes = 1K of data.
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Ouch 1K of our precious 64K! Now we know why all this data was in ROM.
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Ouch! We're using 1K of our precious 64K. Now we know why all those font glyphs was in a ROM chip.
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### Raw Font Data
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@ -567,11 +567,12 @@ If you were wondering how this data was generated, you see the great thing about
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</body>
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</html>
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```
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Note: If you get a retarded _Uncaught SecurityError: Failed to execute 'getImageData' on 'CanvasRenderingContext2D': The canvas has been tainted by cross-origin data._ with Chrome you need to start it with the command line:
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Note: If you get a retarded `Uncaught SecurityError: Failed to execute 'getImageData' on 'CanvasRenderingContext2D': The canvas has been tainted by cross-origin data.` with Chrome you need to start it with the command line:
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--allow-file-access-from-files
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Another solution is to use a web browser that isn't "broken" such as Firefox, etc.
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Another solution is to use a web browser that isn't "broken" such as Firefox, etc. when trying to read _local_ files.
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## Font -> Screen Memory Trace
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