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fmoo.bsky.social
fmoo
@fmoo.bsky.social
Gamer. Dad. Programmer. Indie Dev
working on #QuartetRPG http://quartetrpg.com/wishlist
If the punishment is anything but "eat the chives raw" I want my money back
November 7, 2025 at 10:58 PM
Have you seen the Game Boy Color mod?

www.reddit.com/r/SBCGaming/...

It's from the dev who made the Dragon Fantasy games way back in 2011.
From the SBCGaming community on Reddit: The Final Fantasy Legend series recently got DX colorization hacks. Currently replaying FF Legend III, the first turn-based JRPG I ever owned.
Explore this post and more from the SBCGaming community
www.reddit.com
October 12, 2025 at 2:39 AM
were any of the crashes on 1.0, or did it start on 1.1? If you have your Player.log or Player-prev.log files from after a crash, it would be helpful if you could shoot that over to us (quartet@somethingclassic.net)
September 14, 2025 at 2:57 AM
Patch with a fix should be live!
September 13, 2025 at 2:31 AM
Well... I sure wasn't expecting _this_ to blow up on reddit 😳
August 28, 2025 at 6:07 AM
Love this game so much. The C64 version (that SID music <3) holds the most special place for me, even if the art wasn't great.
August 25, 2025 at 9:09 PM
Anyway, it took me ~4 hours to find the right fonts, ~2 to twiddle the import parameters, and then ~12 to retrofit all the callsites. At least it will be much less time if we decide to this again!

I hope this answers your question! And if Quartet looks neat, wishlist/buy/gift it :)
August 17, 2025 at 7:09 AM
You can save TONS of time if you use a simple 1-object prefab variant for each font style. Early me did not think to do this, only prefabbing at the component level, so I ended up manually reviewing and retrofitting dozens of components and scenes instead of 12 objects right next to each other.
August 17, 2025 at 7:09 AM
In the end, since we only had 4 fonts, I only needed to do this work ~4 times. It's still a little rough around the edges and needs tweaks, but it worked as-is in most places!
August 17, 2025 at 7:09 AM
In Unity, you end up creating 1 "Font Asset" for each of these.

It helps to have in-game references with multiline text, so you can overlap the two fonts, then twiddle the font/import parameters until the line heights, character spacing, baseline alignment, etc all match up as closely as possible.
August 17, 2025 at 7:09 AM
It's A LOT harder to go from HD fonts -> pixel art than the other way around. But, if your UI is mastered to be "pixel perfect", and you've kept # of fonts to a minimum, it won't be terrible.

In our case, we had 4 fonts with up to 3 styles each (normal, dropshadow, and outline), so about 12 total.
August 17, 2025 at 7:09 AM
Yeah! So this actually took a fair bit of work. The MOST important step is finding fonts that match as much of the look/feel of your original fonts, comparing the serifs, descenders, stroke width, aspect ratio, etc.

fonts.google.com an amazing repository here though.
Browse Fonts - Google Fonts
Making the web more beautiful, fast, and open through great typography
fonts.google.com
August 17, 2025 at 7:09 AM