![Minecraft 0.8.1 ipa](https://kumkoniak.com/29.jpg)
![minecraft 0.8.1 ipa minecraft 0.8.1 ipa](https://fasrgroove570.weebly.com/uploads/1/2/5/0/125001943/567291428.jpg)
I did not use the FontStructor to make this, I instead used a program to directly interact with FontStruct's API. Knowing all of this allowed me to automate most of the steps involved in creating this recreation. Information for each character is stored in one byte, and the upper and lower 4 bits of this byte represent the start column and end column with a number ranging from 0 to 15, where 0 is the leftmost column of the character's allotted 16x16 space, and 15 is the rightmost column, respectively. The font is not monospace, however, so the effective widths of each character are stored in a separate file called glyph_sizes.bin. Control characters and most CJK characters are omitted here, because FontStruct doesn't officially support them. Each image represents one Unicode codepage, and there are 256 pages, which covers characters U+0000 to U+FFFF. Each character is 16 pixels wide and 16 pixels tall, totalling 256 characters per image. The game stores this font in images containing 16 rows and 16 columns of characters. > Language., then setting "Force Unicode Font" to ON. You can override this priority system by going into Options. The game has a font priority system called "providers" that looks for bitmap data for a specific character in the non-Latin European character set first, then in the accented Latin character set, then in the game's low-res default font, then finally here, in the high-res Unicode character set. The Unicode bitmap font from Minecraft, also known as GNU Unifont.
![Minecraft 0.8.1 ipa](https://kumkoniak.com/29.jpg)