I'm having some trouble printing some characters. Instead of them, strange symbols appear.
Do I have to do something special to display those characters?
Extended ASCII
-
- Posts: 2
- Joined: Sat Nov 08, 2008 8:39 pm
Extended ASCII
Last edited by TheMosqueras on Tue Nov 11, 2008 11:41 am, edited 1 time in total.
-
- Member
- Posts: 116
- Joined: Wed Oct 22, 2008 2:21 am
- Location: Roma,Italy
Re: Extended ASCII
Install your personal font of extended ascii character 

Re: Extended ASCII
That opens the door for my next question. Unicode in text mode, is it possible at all?
- Combuster
- Member
- Posts: 9301
- Joined: Wed Oct 18, 2006 3:45 am
- Libera.chat IRC: [com]buster
- Location: On the balcony, where I can actually keep 1½m distance
- Contact:
Re: Extended ASCII
Unicode is just a way of communicating text, so that does not depend at all on your specific piece of graphics hardware. I can have unicode on a headless server without problems 
"Text mode" is basically a sprite engine with a limit 512 sprites. Its called text mode because each sprite represents a character. Instead of using the default set of sprites of ASCII characters, greek and boxdrawing stuff, you can use your own set of sprites which represent for instance, japanese.
The trick is to make the VGA fake the entire unicode set by changing the sprites to match whatever is actually on the screen. This will of course fail horribly when you set each sprite to a different character, and thus force you to have 80x25 (>512) different sprites, but usually you'll only have a subset of characters on screen, and hence, you can fill in the sprites to the ones actually needed.
But this topic has been covered in way too much detail already, even recently. I suggest you try the search function.

"Text mode" is basically a sprite engine with a limit 512 sprites. Its called text mode because each sprite represents a character. Instead of using the default set of sprites of ASCII characters, greek and boxdrawing stuff, you can use your own set of sprites which represent for instance, japanese.
The trick is to make the VGA fake the entire unicode set by changing the sprites to match whatever is actually on the screen. This will of course fail horribly when you set each sprite to a different character, and thus force you to have 80x25 (>512) different sprites, but usually you'll only have a subset of characters on screen, and hence, you can fill in the sprites to the ones actually needed.
But this topic has been covered in way too much detail already, even recently. I suggest you try the search function.