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