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CCEmuRedux Character Sheet


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#1 Incinirate

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Posted 11 June 2016 - 10:13 PM

So, I found myself wanting a full list of all the supported characters and their byte values, so I put together a list.
Charset

Attached Thumbnails

  • Attached Image: charset.png

Edited by Incinirate, 18 June 2016 - 06:44 AM.


#2 Dog

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Posted 11 June 2016 - 10:17 PM

Nice ... and handy :) Thanks!

#3 bauen1

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Posted 17 June 2016 - 03:32 PM

CC has a lot of unicode or something characters, a map of those chars would also be nice :)

#4 MKlegoman357

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Posted 17 June 2016 - 03:55 PM

View Postbauen1, on 17 June 2016 - 03:32 PM, said:

CC has a lot of unicode or something characters, a map of those chars would also be nice :)

This is the map those characters.

#5 CrazedProgrammer

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Posted 17 June 2016 - 04:17 PM

This is very useful!
You could fix the weird small image problem by uploading it to Imgur and linking it:
Spoiler


#6 FoxData

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Posted 17 June 2016 - 07:00 PM

they are the ms-dos chars.

Edit: If you hold down left alt and type them codes into the numpad and then release alt it will make that char (AltCodes)

Edited by FoxData, 17 June 2016 - 07:11 PM.


#7 CrazedProgrammer

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Posted 17 June 2016 - 08:09 PM

View PostFoxData, on 17 June 2016 - 07:00 PM, said:

they are the ms-dos chars.

Edit: If you hold down left alt and type them codes into the numpad and then release alt it will make that char (AltCodes)
Sure, it is the standard extended ASCII charset, but it has the addition of special characters that represent smaller pixels at characters 128-159

#8 Incinirate

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Posted 18 June 2016 - 06:45 AM

View PostCrazedProgrammer, on 17 June 2016 - 04:17 PM, said:

--snip--
Did it here for you :P
Thx :P

#9 Bomb Bloke

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Posted 18 June 2016 - 08:07 AM

That's odd, I can't recall a build where 127 looked like that.

#10 MKlegoman357

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Posted 18 June 2016 - 12:09 PM

I see a bunch of duplicate characters, like 20 and 182 or 0 and 9 and 10 and 13 and 128, which could be used to expand the character set even more.

EDIT: 21 and 167.

Edited by MKlegoman357, 18 June 2016 - 12:11 PM.


#11 CrazedProgrammer

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Posted 18 June 2016 - 05:25 PM

0, 9, 10, 13 and 128 serve a purpose as nothing because they are whitespace characters in ASCII (and the smaller pixels extension of CC)
20 and 21 could be changed to something else, not sure which character we deserately need, maybe a 6x4 or 6x5 box for half-pixels.

#12 MKlegoman357

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Posted 18 June 2016 - 08:24 PM

Oh, I see. Well, a euro sign (€) would be useful to have as another very common currency.

#13 MKlegoman357

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Posted 18 June 2016 - 10:06 PM

I'm not really sure about the usefulness of signs such as 180 (´ - Acute accent - spacing acute) and 184 (¸ - Spacing cedilla). Where exactly would you use them? They're quite specific to my mind and maybe could be replaced with some more usable and generic

BTW, I noticed that the characters 238 and 206 look like nice torches.

Edited by MKlegoman357, 18 June 2016 - 10:13 PM.


#14 Incinirate

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Posted 18 June 2016 - 11:56 PM

View PostBomb Bloke, on 18 June 2016 - 08:07 AM, said:

That's odd, I can't recall a build where 127 looked like that.

¯\_(ツ)_/¯ That was a direct screenshot from the latest version of ccemuredux so idk :P

Edited by Incinirate, 18 June 2016 - 11:56 PM.


#15 Lyqyd

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Posted 19 June 2016 - 12:11 AM

Emulators aren't the mod.

#16 Incinirate

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Posted 19 June 2016 - 12:35 AM

View PostLyqyd, on 19 June 2016 - 12:11 AM, said:

Emulators aren't the mod.
Tru dat, but it uses the computercraft.jar so idk yea
Just realized I say idk too much. :P

Edited by Incinirate, 19 June 2016 - 12:36 AM.


#17 Incinirate

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Posted 19 June 2016 - 12:42 AM

View PostBomb Bloke, on 18 June 2016 - 08:07 AM, said:

That's odd, I can't recall a build where 127 looked like that.

Also, I believe the paint program in the new versions of the mod use that character for transparency.

#18 Anavrins

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Posted 19 June 2016 - 02:59 AM

9, 10 and 13 are purposely blank, they are control characters, for horizontal tab, newline and vertical tab respectively.
0 is the null byte and has always been represented as "nothing", 128 is also blank I think to keep consistency with the pixel characters.
20 and 21 could be changed since they're duplicate of 182 and 167.

#19 Bomb Bloke

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Posted 19 June 2016 - 03:42 AM

View PostIncinirate, on 19 June 2016 - 12:42 AM, said:

Also, I believe the paint program in the new versions of the mod use that character for transparency.

Yeah, that representation is just a little off.

FWIW this is the set used in-game:

Spoiler

... which is identical, other than that one character.

Here's what I get with my enlarged font:

Spoiler


#20 Waitdev_

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Posted 19 June 2016 - 04:23 AM

View PostBomb Bloke, on 19 June 2016 - 03:42 AM, said:

View PostIncinirate, on 19 June 2016 - 12:42 AM, said:

Also, I believe the paint program in the new versions of the mod use that character for transparency.

Yeah, that representation is just a little off.

FWIW this is the set used in-game:

Spoiler

... which is identical, other than that one character.

Here's what I get with my enlarged font:

Spoiler

Good observation. I wonder why it's like that?





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