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Standard Galactic Alphabet Font

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Standard Galactic Alphabet Regular font This font was posted on 10 May 2015 and is called 'Standard Galactic Alphabet Regular' font. This font is in the regular style. You can find over 79364 other regular fonts on Fontsup. This translator translates English to the Standard Galactic Alphabet (Secrets in the Commander Keen series / The language in the Minecraft enchantment table) ↓ Read more. Ever wanted to make a random text generator? Standard galactic alphabet font family. Browse a full collection of fronts from the standard galactic alphabet font family. This family contains 1 fonts in styles such as bold, italic and light. Download standard galactic alphabet for Windows, Mac, and Linux. The most popular font in this family is Standard Galactic Alphabet Regular. Free Standard Galactic Alphabet Regular font download. Standardgalacticalphabet.ttf Windows and Mac OS X compatible. TrueType and OpenType fonts available. Search for other Dingbats and Various fonts.

Minecraft supports two-way chat communication via the Chat Message packet, which support a variety of formatting options. Note that this system isn't exclusive to the Chat Message packet - it's used in several other places (including written books, death messages, window titles, and the like).

Download Standard Galactic Alphabet Font in TrueType (.ttf) Format. Filesize: 43 KB. Filename: Standard Galactic Alphabet.ttf. Standard Galactic Alphabet font for Windows, Mac and Linux.

  • 1Current system (JSON Chat)
    • 1.2Schema
    • 1.3Examples
  • 2Old system
    • 2.1Control Sequences

Current system (JSON Chat)

Chat data is sent in JSON. For most situations, the JSON is strictly parsed, but lenient JSON parsing is used for the Disconnect packet and for written book text.

Inheritance

Each component can have multiple siblings. Each sibling component inherits properties from the style of its parent, using those styles if they are not defined in the sibling's own style.

For example, in this component:

The text 'foo', 'bar', and 'qux' are all rendered as bold while 'baz' is not.

Schema

Each situation where a component can appear may be either a JSON object (the most common choice), an array, or a JSON primitive (which is converted to a String).

JSON primitives can be used for components, in which case they are implicitly converted into a String component. Note that it is invalid to have a JSON primitive as the root object, so it is not valid to merely send the text in quotes. This shorthand is useful for sibling lists, though.

It is also legal to put a JSON array where a component would go, so long as the array is not empty. The first component in the array is the parent of all of the following components. This can produce unusual behavior with style inheritance, but it is still useful shorthand.

The most common type of component is a JSON object; the format is as follows:

Shared between all components

All component types have certain fields that represent the style. All of these fields may be skipped, in which case the parent's style will be inherited.

bold
Boolean - if true, the component is emboldened.
italic
Boolean - if true, the component is italicized.
underlined
Boolean - if true, the component is underlined.
strikethrough
Boolean - if true, the component is struck out.
obfuscated
Boolean - if true, the component randomly switches between characters of the same width.
color
String - contains the color for the component. Should be one of the normal colors, but can also be a format code (however, the fields relating to styles should be used instead for that purpose) or any valid web color(since 1.16.x). If not present (or set to reset), then the default color for the text will be used, which varies by the situation (in some cases, it is white; in others, it is black; in still others, it is a shade of gray that isn't normally used on text).
insertion
String - contains text to insert. Only used for messages in chat. When shift is held, clicking the component inserts the given text into the chat box at the cursor (potentially replacing selected text). Has no effect on other locations at this time.
clickEvent
JSON object - Defines an event that occurs when this component is clicked. Contains an action key and a value key. value is internally handled as a String, although it can be any type of JSON primitive.
open_url
Opens the given URL in the default web browser. Ignored if the player has opted to disable links in chat; may open a GUI prompting the user if the setting for that is enabled. The link's protocol must be set and must be http or https, for security reasons.
open_file
Cannot be used within JSON chat. Opens a link to any protocol, but cannot be used in JSON chat for security reasons. Only exists to internally implement links for screenshots.
run_command
Runs the given command. Not required to be a command - clicking this only causes the client to send the given content as a chat message, so if not prefixed with /, they will say the given text instead. If used in a book GUI, the GUI is closed after clicking.
twitch_user_info
No longer supported; cannot be used within JSON chat. Only usable in 1.8 and below; twitch support was removed in 1.9. Additionally, this is only used internally by the client. On click, opens a twitch user info GUI screen. Value should be the twitch user name.
suggest_command
Only usable for messages in chat. Replaces the content of the chat box with the given text - usually a command, but it is not required to be a command (commands should be prefixed with /).
change_page
Only usable within written books. Changes the page of the book to the given page, starting at 1. For instance, 'value':1 switches the book to the first page. If the page is less than one or beyond the number of pages in the book, the event is ignored.
copy_to_clipboard
Copies the given text to the client's clipboard when clicked.
Standard galactic alphabet font translator
hoverEvent
JSON object - Defines an event that occurs when this component hovered over. Contains an action key and a value key; action is a String and value is a text component. However, since text components can be serialized as primitives as well as arrays and objects, this can directly be a String. A list of actions:
show_text
The text to display. Can either be a string directly ('value':'la') or a full component ('value':{'text':'la','color':'red'}).
show_item
The NBT of the item to display, in the JSON-NBT format (as would be used in /give). Note that this is a String and not a JSON object - it should either be set in a String directly ('value':'{id:35,Damage:5,Count:2,tag:{display:{Name:Testing}}}') or as text of a component ('value':{'text':'{id:35,Damage:5,Count:2,tag:{display:{Name:Testing}}}'}). If the item is invalid, 'Invalid Item!' will be drawn in red instead.
show_entity
A JSON-NBT String describing the entity. Contains 3 values: id, the entity's UUID (with dashes); type (optional), which contains the resource location for the entity's type (eg minecraft:zombie); and name, which contains the entity's custom name (if present). Note that this is a String and not a JSON object. It should be set in a String directly ('value':'{id:7e4a61cc-83fa-4441-a299-bf69786e610a,type:minecraft:zombie,name:Zombie}') or as the content of a component. If the entity is invalid, 'Invalid Entity!' will be displayed. Note that the client does not need to have the given entity loaded.
show_achievement
No longer supported. Since 1.12, this no longer exists; advancements instead simply use show_text. The ID of an achievement or statistic to display. Example: 'value':'achievement.openInventory'.
extra
An array of sibling components. If present, cannot be empty.

Beyond that, there are additional properties. Attempt to parse as each of the following in the order they are described:

String component

A String component contains only text. If the JSON contains a text key, then the component is a String component. The only content of this component is its text, with no additional processing.

Translation component

The following information needs to be added to this page:
Is using this with an invalid key intended or deprecated? Also, what exactly happens on invalid formats?

Translates text into the current language. If the JSON contains a translate key, then the component is a translation component.

Translation supports %s and %% format tokens. %% is just an escaped percent symbol. %s marks text to replace using content from the optional with tag. with is an array of components.

As a special case, if the translation key is chat.type.text, it will be changed to chat.type.text.narrate when passed to narrator (although it will remain as chat.type.text in chat).

Keybind component

Displays the client's current keybind for the specified key. If the component contains a keybind key, then it is a keybind component. The value is named after the keys in options.txt (for instance, for key_key.forward in options.txt, key.forward would be used in the component and W would be displayed). For keys that are not known, the value provided should be displayed instead (for instance key.invalid would remain as key.invalid).

Score component

Displays a score. If the JSON contains a score key, then the component is a score component.

The score JSON object contains data about the objective.

When being sent to the client, it must contain name, objective, and value keys. name is a player username or entity UUID (if it is a player, it is a username); objective is the name of the objective; value is the resolved value of that objective.

When being sent to the server, value is not used. name can be an entity selector (that selects one entity), or alternatively * which matches the sending player.

Selector component

Displays the results of an entity selector. Should not be sent to clients; only intended for commands and client-to-server actions. If the component contains a selector key, then it is a selector component.

The server resolves the list selector into a list of entities, each with an appropriate hover event, joined with commas between each entry, without an 'and'.

Examples

Here are some examples from the Notchain server for how chat formatting can be used.

TODO - additional examples

Standard chat message

The normal chat message uses a translation component along with some styling.

The chat.type.text translation key becomes <%s> %s, which is then filled in with the player's name and the actual message. Note that the player's name has a click event (which inserts text to message the player), a hover event (which shows the entity ID; also note that type is missing), and an insertion (for the player's name).

Social Interactions (blocking)

1.16 added a social interactions screen that lets players block chat from other players. Blocking takes place clientside by detecting whether a message is from a blocked player.

If a client blocks player named blocked, then chat messages containing will not be shown. Messages containing non-whitespace characters before the < will also be hidden.This blocked player name is case-sensitive. Messages are still hidden if the player name is split across multiple chat components.

Commands such as /tell and /me are not hidden.

Old system

Control Sequences

The client treats certain two-character sequences specially. The first character must be:

  • § (U+00A7) for minecraft
  • & for minecraft classic

The following character indicates a certain color or formatting to apply to the proceeding text.

The Notchian classic client expects that an escape code in a chat message will be followed by at least one character, and will otherwise crash with a StringIndexOutOfBoundsException. The workaround for servers is to never end a message with a color control character. This is not an issue for the modern Notchian client.

Colors

These correspond very roughly to the colors available in ANSI terminals.

e.g.: This is white, but §4this is dark red

Hex digit to color mapping
SampleCodeCommon NameNameForeground ColorBackground Color
RGBHexRGBHex
0Blackblack000#000000000#000000
1Dark bluedark_blue00170#0000aa0042#00002a
2Dark greendark_green01700#00aa000420#002a00
3Dark cyandark_aqua0170170#00aaaa04242#002a2a
4Dark reddark_red17000#aa00004200#2a0000
5Purpledark_purple1700170#aa00aa42042#2a002a
6Goldgold2551700#ffaa0042420#2a2a00
7Graygray170170170#aaaaaa424242#2a2a2a
8Dark graydark_gray858585#555555212121#151515
9Blueblue8585255#5555ff212163#15153f
aBright greengreen8525585#55ff55216321#153f15
bCyanaqua85255255#55ffff216363#153f3f
cRedred2558585#ff5555632121#3f1515
dPinklight_purple25585255#ff55ff632163#3f153f
eYellowyellow25525585#ffff55636321#3f3f15
fWhitewhite255255255#ffffff636363#3f3f3f

Styles

Like the color codes above, style escape codes are created by combining § (U+00A7) with one of the following characters. Style codes can be combined (except for 'r') to enable multiple effects at once. Using any color codes will reset the current style back to plain (unknown if this is a bug or intended behavior). The 'r' plain style code will also reset the current chat color back to white (may also be a bug). The 'k' random style code is used for the '§kFUNKY LOL' message in /title/splashes.txt inside minecraft.jar.

SampleCodeStyleName
kRandomobfuscated
lBoldbold
mStrikethroughstrikethrough
nUnderlinedunderline
oItalicitalic
rPlain Whitereset

Processing chat

Actually handling chat between the client and server is slightly more complicated than simply forwarding chat messages to other players. There's a somewhat complicated interaction regarding the chat settings of each player and whether it is a command or not, which is used to handle the various options in chat settings (specifically, Chat: Shown/Commands Only/Hidden, and the equivalent for narrator).

This is made more complicated by the two different enums, one which represents client settings and the other which represents chat positions.

The client setting (as used in the Client Settings packet) is what the player chose to have displayed, and affects what types of chat messages the server should send:

IDNameMeaning
0FullThe client is willing to accept all chat messages.
1SystemThe client is willing to accept messages from commands, but does not want general chat from other players.
2NoneThe client does not want any chat at all. (However, it is still fine with above-hotbar game notices)

The message type (as used in the Chat Message packet) indicates the type of chat message:

Galactic
hoverEvent
JSON object - Defines an event that occurs when this component hovered over. Contains an action key and a value key; action is a String and value is a text component. However, since text components can be serialized as primitives as well as arrays and objects, this can directly be a String. A list of actions:
show_text
The text to display. Can either be a string directly ('value':'la') or a full component ('value':{'text':'la','color':'red'}).
show_item
The NBT of the item to display, in the JSON-NBT format (as would be used in /give). Note that this is a String and not a JSON object - it should either be set in a String directly ('value':'{id:35,Damage:5,Count:2,tag:{display:{Name:Testing}}}') or as text of a component ('value':{'text':'{id:35,Damage:5,Count:2,tag:{display:{Name:Testing}}}'}). If the item is invalid, 'Invalid Item!' will be drawn in red instead.
show_entity
A JSON-NBT String describing the entity. Contains 3 values: id, the entity's UUID (with dashes); type (optional), which contains the resource location for the entity's type (eg minecraft:zombie); and name, which contains the entity's custom name (if present). Note that this is a String and not a JSON object. It should be set in a String directly ('value':'{id:7e4a61cc-83fa-4441-a299-bf69786e610a,type:minecraft:zombie,name:Zombie}') or as the content of a component. If the entity is invalid, 'Invalid Entity!' will be displayed. Note that the client does not need to have the given entity loaded.
show_achievement
No longer supported. Since 1.12, this no longer exists; advancements instead simply use show_text. The ID of an achievement or statistic to display. Example: 'value':'achievement.openInventory'.
extra
An array of sibling components. If present, cannot be empty.

Beyond that, there are additional properties. Attempt to parse as each of the following in the order they are described:

String component

A String component contains only text. If the JSON contains a text key, then the component is a String component. The only content of this component is its text, with no additional processing.

Translation component

The following information needs to be added to this page:
Is using this with an invalid key intended or deprecated? Also, what exactly happens on invalid formats?

Translates text into the current language. If the JSON contains a translate key, then the component is a translation component.

Translation supports %s and %% format tokens. %% is just an escaped percent symbol. %s marks text to replace using content from the optional with tag. with is an array of components.

As a special case, if the translation key is chat.type.text, it will be changed to chat.type.text.narrate when passed to narrator (although it will remain as chat.type.text in chat).

Keybind component

Displays the client's current keybind for the specified key. If the component contains a keybind key, then it is a keybind component. The value is named after the keys in options.txt (for instance, for key_key.forward in options.txt, key.forward would be used in the component and W would be displayed). For keys that are not known, the value provided should be displayed instead (for instance key.invalid would remain as key.invalid).

Score component

Displays a score. If the JSON contains a score key, then the component is a score component.

The score JSON object contains data about the objective.

When being sent to the client, it must contain name, objective, and value keys. name is a player username or entity UUID (if it is a player, it is a username); objective is the name of the objective; value is the resolved value of that objective.

When being sent to the server, value is not used. name can be an entity selector (that selects one entity), or alternatively * which matches the sending player.

Selector component

Displays the results of an entity selector. Should not be sent to clients; only intended for commands and client-to-server actions. If the component contains a selector key, then it is a selector component.

The server resolves the list selector into a list of entities, each with an appropriate hover event, joined with commas between each entry, without an 'and'.

Examples

Here are some examples from the Notchain server for how chat formatting can be used.

TODO - additional examples

Standard chat message

The normal chat message uses a translation component along with some styling.

The chat.type.text translation key becomes <%s> %s, which is then filled in with the player's name and the actual message. Note that the player's name has a click event (which inserts text to message the player), a hover event (which shows the entity ID; also note that type is missing), and an insertion (for the player's name).

Social Interactions (blocking)

1.16 added a social interactions screen that lets players block chat from other players. Blocking takes place clientside by detecting whether a message is from a blocked player.

If a client blocks player named blocked, then chat messages containing will not be shown. Messages containing non-whitespace characters before the < will also be hidden.This blocked player name is case-sensitive. Messages are still hidden if the player name is split across multiple chat components.

Commands such as /tell and /me are not hidden.

Old system

Control Sequences

The client treats certain two-character sequences specially. The first character must be:

  • § (U+00A7) for minecraft
  • & for minecraft classic

The following character indicates a certain color or formatting to apply to the proceeding text.

The Notchian classic client expects that an escape code in a chat message will be followed by at least one character, and will otherwise crash with a StringIndexOutOfBoundsException. The workaround for servers is to never end a message with a color control character. This is not an issue for the modern Notchian client.

Colors

These correspond very roughly to the colors available in ANSI terminals.

e.g.: This is white, but §4this is dark red

Hex digit to color mapping
SampleCodeCommon NameNameForeground ColorBackground Color
RGBHexRGBHex
0Blackblack000#000000000#000000
1Dark bluedark_blue00170#0000aa0042#00002a
2Dark greendark_green01700#00aa000420#002a00
3Dark cyandark_aqua0170170#00aaaa04242#002a2a
4Dark reddark_red17000#aa00004200#2a0000
5Purpledark_purple1700170#aa00aa42042#2a002a
6Goldgold2551700#ffaa0042420#2a2a00
7Graygray170170170#aaaaaa424242#2a2a2a
8Dark graydark_gray858585#555555212121#151515
9Blueblue8585255#5555ff212163#15153f
aBright greengreen8525585#55ff55216321#153f15
bCyanaqua85255255#55ffff216363#153f3f
cRedred2558585#ff5555632121#3f1515
dPinklight_purple25585255#ff55ff632163#3f153f
eYellowyellow25525585#ffff55636321#3f3f15
fWhitewhite255255255#ffffff636363#3f3f3f

Styles

Like the color codes above, style escape codes are created by combining § (U+00A7) with one of the following characters. Style codes can be combined (except for 'r') to enable multiple effects at once. Using any color codes will reset the current style back to plain (unknown if this is a bug or intended behavior). The 'r' plain style code will also reset the current chat color back to white (may also be a bug). The 'k' random style code is used for the '§kFUNKY LOL' message in /title/splashes.txt inside minecraft.jar.

SampleCodeStyleName
kRandomobfuscated
lBoldbold
mStrikethroughstrikethrough
nUnderlinedunderline
oItalicitalic
rPlain Whitereset

Processing chat

Actually handling chat between the client and server is slightly more complicated than simply forwarding chat messages to other players. There's a somewhat complicated interaction regarding the chat settings of each player and whether it is a command or not, which is used to handle the various options in chat settings (specifically, Chat: Shown/Commands Only/Hidden, and the equivalent for narrator).

This is made more complicated by the two different enums, one which represents client settings and the other which represents chat positions.

The client setting (as used in the Client Settings packet) is what the player chose to have displayed, and affects what types of chat messages the server should send:

IDNameMeaning
0FullThe client is willing to accept all chat messages.
1SystemThe client is willing to accept messages from commands, but does not want general chat from other players.
2NoneThe client does not want any chat at all. (However, it is still fine with above-hotbar game notices)

The message type (as used in the Chat Message packet) indicates the type of chat message:

IDNameMeaning
0ChatA player-initiated chat message. Note that the Notchian server does not include message-related commands here (/me and /tell); those go in System.
1SystemFeedback from running a command, such as 'Your game mode has been updated to creative.'
2Game infoGame state information that is displayed above the hot bar, such as 'You may not rest now, the bed is too far away'.

Note that it is the server's responsibility to not send packets if the client has the given type disabled. However, it is the client's responsibility to not send incorrect chat packets.

Here's a matrix comparing what packets the server should send to the client by settings:

Message type
Client settingChatSystemGame info
Full
System
Hidden

Here's a matrix comparing what the client may send based off of its chat setting:

Inbound message
Client settingChat messageCommand starting with /
Full
System[note 1]
Hidden

Standard Galactic Alphabet Font Iphone

If the client attempts to send a chat message and the server rejects it, the Notchian server will send that client a red chat.cannotSend translation component (which becomes 'Cannot send chat message'). Else, if it starts with a /, then the message is processed as a command. Otherwise, it will broadcast a translate component with chat.type.text (which becomes <%s> %s), with the player's name (and the appropriate hover events) as the first format parameter and the message as the second parameter.

Font

Minecraft has two fonts types that can be encountered normally: Ascii (ascii.png) and Unicode (unicode_page_XX.png). The ascii font will fall back upon unicode characters if they are not provided (see below). However, use of the Unicode font can be forced for all characters in the language menu.

There is no glyph for the space character. However, the space character has a width of 4.

Additionally, Minecraft has a Standard Galactic Alphabet font (ascii_sga.png). This cannot be used in chat, but works much the same as the normal Ascii font in terms of width. The SGA font only supports lowercase and uppercase letters (the rest of the glyphs are blank), and has the same indexing as the normal ascii font.

The Minecraft client calculates the widths of the default font when the texture is loaded, whilst the sizes of the unicode type are provided in glyph_sizes.bin. Each byte in glyph_sizes.bin contains the start and end position of each character, the top nibble (0xF0) is the start position and the bottom nibble (0x0F) is the end position (relative to the character's position in the font sheet). Example: https://gist.github.com/TkTech/dff9bbe54c9a074612e1

The Ascii font supports these characters, with the given indexes in ascii.png:

CodepointCharindexxywidth
u00c0À0006
u00c1Á1106
u00c2Â2206
u00c8È3306
u00caÊ4406
u00cbË5506
u00cdÍ6604
u00d3Ó7706
u00d4Ô8806
u00d5Õ9906
u00daÚ101006
u00dfß111106
u00e3ã121206
u00f5õ131306
u011fğ141406
u0130İ151504
u0131ı16014
u0152Œ17116
u0153œ18217
u015eŞ19316
u015fş20416
u0174Ŵ21516
u0175ŵ22616
u017ež23716
u0207ȇ24816
u0000[note 2]2591-
u0000[note 2]26101-
u0000[note 2]27111-
u0000[note 2]28121-
u0000[note 2]29131-
u0000[note 2]30141-
u0000[note 2]31151-
u002032024[note 3]
u0021!33122
u0022'34225
u0023#35326
u0024$36426
u0025%37526
u0026&38626
u0027'39723
u0028(40825
u0029)41925
u002a*421025
u002b+431126
u002c,441222
u002d-451326
u002e.461422
u002f/471526
u0030048036
u0031149136
u0032250236
u0033351336
u0034452436
u0035553536
u0036654636
u0037755736
u0038856836
u0039957936
u003a:581032
u003b;591132
u003c<601235
u003d=611336
u003e>621435
u003f?631536
u0040@64047
u0041A65146
u0042B66246
u0043C67346
u0044D68446
u0045E69546
u0046F70646
u0047G71746
u0048H72846
u0049I73944
u004aJ741046
u004bK751146
u004cL761246
u004dM771346
u004eN781446
u004fO791546
u0050P80056
u0051Q81156
u0052R82256
u0053S83356
u0054T84456
u0055U85556
u0056V86656
u0057W87756
u0058X88856
u0059Y89956
u005aZ901056
u005b[911154
u005c921256
u005d]931354
u005e^941456
u005f_951556
u0060`96063
u0061a97166
u0062b98266
u0063c99366
u0064d100466
u0065e101566
u0066f102665
u0067g103766
u0068h104866
u0069i105962
u006aj1061066
u006bk1071165
u006cl1081263
u006dm1091366
u006en1101466
u006fo1111566
u0070p112076
u0071q113176
u0072r114276
u0073s115376
u0074t116474
u0075u117576
u0076v118676
u0077w119776
u0078x120876
u0079y121976
u007az1221076
u007b{1231175
u007c|1241272
u007d}1251375
u007e~1261477
u0000[note 2]127157-
u00c7Ç128086
u00fcü129186
u00e9é130286
u00e2â131386
u00e4ä132486
u00e0à133586
u00e5å134686
u00e7ç135786
u00eaê136886
u00ebë137986
u00e8è1381086
u00efï1391184
u00eeî1401286
u00ecì1411383
u00c4Ä1421486
u00c5Å1431586
u00c9É144096
u00e6æ145196
u00c6Æ146296
u00f4ô147396
u00f6ö148496
u00f2ò149596
u00fbû150696
u00f9ù151796
u00ffÿ152896
u00d6Ö153996
u00dcÜ1541096
u00f8ø1551196
u00a3£1561296
u00d8Ø1571396
u00d7×1581494
u0192ƒ1591596
u00e1á1600106
u00edí1611103
u00f3ó1622106
u00faú1633106
u00f1ñ1644106
u00d1Ñ1655106
u00aaª1666106
u00baº1677106
u00bf¿1688106
u00ae®1699107
u00ac¬17010106
u00bd½17111106
u00bc¼17212106
u00a1¡17313102
u00ab«17414106
u00bb»17515106
u25911760118
u25921771119
u25931782119
u25021793116
u25241804116
u25611815116
u25621826118
u25561837118
u25551848116
u25631859118
u255118610118
u255718711118
u255d18812118
u255c18913118
u255b19014116
u251019115116
u25141920129
u25341931129
u252c1942129
u251c1953129
u25001964129
u253c1975129
u255e1986129
u255f1997129
u255a2008129
u25542019129
u256920210129
u256620311129
u256020412129
u255020513129
u256c20614129
u256720715129
u25682080139
u25642091139
u25652102139
u25592113139
u25582124139
u25522135139
u25532146139
u256b2157139
u256a2168139
u25182179136
u250c21810139
u258821911139
u258422012139
u258c22113135
u259022214139
u258022315139
u03b1α2240148
u03b2β2251147
u0393Γ2262147
u03c0π2273148
u03a3Σ2284147
u03c3σ2295148
u03bcμ2306148
u03c4τ2317148
u03a6Φ2328147
u0398Θ2339148
u03a9Ω23410148
u03b4δ23511147
u221e23612149
u220523713149
u220823814146
u222923915147
u22612400157
u00b1±2411157
u22652422157
u22642433157
u23202444159
u23212455156
u00f7÷2466157
u22482477158
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u22192499156
u00b7·25010156
u221a25111159
u207f25212157
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u0000[note 2]2551515-
The following information needs to be added to this page:
Clearer documentation on how rendering works (for instance, shadows)

Notes

  1. This behavior varies. The Notchian server previously rejected chat messages, but now allows them to go through (sending them to all players, but they're invisible on the sender's side). Craftbukkit and derivatives continue to reject this. See MC-116824 for more information.
  2. 2.02.12.22.32.42.52.62.72.8This code point isn't supported, and may be replaced with another character in a future version. u0000 should be directly skipped instead of being rendered with this code point.
  3. The space character is mapped to an index within ascii.png, but the width is hardcoded to 4 and the character at that position is not rendered.
Retrieved from 'https://wiki.vg/index.php?title=Chat&oldid=16613'
Fontke.com>Font>Minecraft - Standard Galactic Alphabet Regular Version 1.0
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Minecraft - Standard Galactic Alphabet Regular Font main detail
Font family:Minecraft - Standard Galactic Alphabet
Font style:
Font version:Version 1.0
Typeface type:
Characters:53
Number of glyphs:56
Font weight:
Font width:
Languages:
Unicode blocks:
Source:
File format:
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Minecraft - Standard Galactic Alphabet Regular Font update log

Minecraft - Standard Galactic Alphabet Regular Version 1.0 font (Font family name: Minecraft - Standard Galactic Alphabet; Font style name: Regular), 53 characters in total. Character distribution range:

Unicode blocksPercentTotal code countTotal charaters
Basic Latin41.41%12853
Total:41.41%12853
Minecraft - Standard Galactic Alphabet Regular Comments
Minecraft - Standard Galactic Alphabet Regular Latest comments
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