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1995-03-14
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Amiga bitmapped font builder
============================
MkBmap V1.0 Copyright Adrian Aylward 1991
This distribution was released as the archive file "mkbmap10.lzh", 28-Apr-91
Files released in this distribution:
README This file
mkbmap Program
mkbmap.doc Documentation file
mkbmap.c Source file, main program
postlib.h Source file, from "Post"
postasm.a Source file, from "Post"
makefile Make file
*encoding.ps Encoding files (isolatin1, ppage, windows, isolatin1oldnum)
You will also need:
post.library PostScript library, V15+
MkBmap uses my PostScript interpreter library, which is included in the
freely distributable package "Post" which should be available from "All Good
BBS's/disk libraries". (It is on the Fish Disks; you need version 1.5 or
later.)
I have tested MkBmap under WorkBench V1.3 only, but it should work under V2.0
too.
Installation
============
By default MkBmap expects to find the files "init.ps" and "encoding.ps" in
the directory "PSFonts:". The first is the standard PostScript
initialisation file; its principal purpose is to tell the interpreter
library how to load the fonts. If you have Post running and automatically
downloading fonts, then just copy the initialisation file into the PSFonts:
directory. The second is the encoding file; it can be one of those included
in the archive, or you can edit one of your own. For the standard Amiga
character set use "isolatin1_encoding.ps".
Make sure you have installed post.library in your libs: directory.
Encoding files
==============
Several encoding files are supplied. Only the differences from the Adobe
StandardEncoding vector need be included in the file. Keep the number of
entries a few below 250 or you will likely get the PostScript error
"stackoverflow" when you try to use it.
N.B. the accents (dotlessi, grave, acute, circumflex etc.) need to be
included in the encoding vector, because some PostScript interpreters are
unable to build composite characters unless they are present somewhere. It
is not intended that they be used within text files, so they should not be
regarded as part of the encoding. It is convenient therefore to make them
control characters, such as codes 0 - 31, whioch would otherwise be unused.
isolatin1
---------
This is the standard Adobe ISOLatin1Encoding, which is also the same as the
Amiga character set. There are possible very slight diferences, such as
the subtle distiction between "minus" and "hyphen".
ppage
-----
This is the Professional Page character set, which is much the same as the
Amiga character set, with just a few changes. I have included all the
isolatin1 characters that do not conflict with the ppage set, even though
some of them were undefined in the original ppage character set. (You might
like to add them.) A few characters, most notably "dagger" have been
substituted for standard characters; some have been replaced by lookalikes,
such as "ring" for "degree".
windows
-------
This is the MS Windows character set. It is basically a superset of
isolatin1, with slight changes, principally the standard characters "quote"
and "grave" instead of "quoteright" and "quoteleft". It has a few additional
characters defined in the range 128 - 159.
isolatin1oldnum
---------------
Thsi is like isolatin1 but using old style (non-lining) numerals. It only
works with fonts that have the old style numbers defined.
Use with Professional Page
==========================
If you have PPage you can use MkBmap to generate bitmapped fonts for it from
any PostScript fonts you may have. PPage has a character set that is similar
to the standard Amiga set (isolatin1), but has some slight differences. So
you may wish to use the alternative (ppage) encoding file. Or you can use
any encoding you like, but you will then need to edit the PPage PostScript
file ("PPageutil:data/psprlg") to adjust the encoding vector to match. Just
edit the contents of "amigavec" near the beginning of the file; the format
is the same as the encoding files supplied. (Postscript reads numbers like
"8#055" as octal,so "8#055" (octal) is equal to 45 (decimal).)
Changing the encoding in the prologue file only works if all the fonts you
want to use have the same encoding. As an alternative, if you know enough
PostScript, you can create you own fonts that work by recoding a standard
font. Then each font that you create has its own encoding, and you generate
the metrics and bitmaps using the font specific encoding option.