I imagined another couple of tests (additionally to the other test i mentioned before to verify how the timers works) that could have a good chance of success and could be custom handy features
Both are based on the same concept, short explain... all the icons inside imagefont.bin and glyphs/characters inside the TTF files uses the same unicode id's
So technically it could be posible to have a specific unicode id icon inside imagefont.bin and a glyph/character for the same unicode id inside the TTF files
In the official imagefont.bin doesnt happens what im saying (as far i could see there is not a "low quality" of the icons from imagefont.bin inside the TTF files)
But the question, is what could happen in this scenario ?... or in other words "who" has preference, the TTF files, or imagefont.bin ?
Im guessing imagefont.bin has preference... so in the scenario im describing the firmware should load the icon inside imagefont.bin (instead the glyph/character for the same unicode id inside the TTF files)
If im right this is handy, because it means we can modify imagefont.bin by adding new custom icons that should "override" the low quality icons existant inside the TTF files
The idea is not to replace normal glyps/characters that appears very frenquentlly (we dont want to remap the whole character map) but only a few that could be interesting
Best candidate is the "star" used at the beginning in the text string "install package files" (unicode hex: u2605 and UTF-8 hex: 0xE29885)
By now we cant add custom icons inside imagefont.bin but from the icons availables maybe is posible to reuse them, good candidate is the "present" icon (is like a box, pretty close to a package)
Also 0xEF99B2 for rebug :P
@Joonie (they was polite to add a bug in there)
My favourite is 0xEF91B3 though (the skull)
See the codes in this message --->
http://www.psx-place.com/threads/sp...characters-on-the-xmb.13985/page-3#post-81521
So instead of adding new custom icons lets try to reuse that ones for the first test
Test 1
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Add a new entry in the index with the unicode id of the "star" used in "install package files" containing the offset of the "target" icon we want to use for it
For this there is no need to rebuild imagefont.bin there is only needed to make 2 changes:
-increase +1 the index_entries (absolute offset 0x02, lenght 0x02) at the imagefont.bin header
-add a new entry in the index at bottom of imagefont.bin with unicode id 2605 and using the offsets of the "target" zlib from the existant ones (the present icon, the bug, the skull, i suggested or any other)
I have doubts in which position it should be added the entry in the index, maybe works at any position, maybe is better to add it at the end... im not sure but i think it could work in any position (preferabilly at the end to avoid modifying the index too much)
Test 2
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This test is just an intermediary step before being able to add fully custom new icons, the point is for this is going to be needed to add new files (compressed in zlib) to the structure, but by now we dont have an script to rebuild it properly, and doing it by hand is insane
So a dirty solution could be to add the zlibs at the end, also because we cant create custom icons we can take one of the existan ones and duplicate it by adding it the end
Any candidate is fine for this test, because we need to add a new entry in the index for it, so it can be mapped to any glyph/character (because is for a test you can map it to the character "a" and will be displayed everywhere)
Im calling this a "dirty" experiment because im suggesting to add all the custom zlibs at the end (just before the index), this doesnt follows the standard structure, but i think it could work
If it works... this a an affordable method to add new icons manually (without the need of an script and without rebuilding the structure) the changes needed to do this are minimal, so it doesnt takes too much time