I guess I can take the tile_config.json from a tileset like Cuteclysm, since it refers to a 512x8192px fallbacks.png; however, the way the tile_config.json works/is-read-by-CDDA is quite mysterious to me. My current question is: how does CDDA know (where is it defined) that the fallback.png is 512x8192 pixels (for relative graphics position, I mean)? I understand that, if I want to preserve the object-symbol relationship that the game handles in the “graphics-off” version, it would be enough to replace the fallbacks.png of the Cuteclysm tileset with the desired fallbacks, and delete all the other png files that Cuteclysm includes ( or delete, in the tile_config.json, all the definitions that refer to any png that is not the fallback.png); I mean: I understand that the drawing program goes to fallback.png when one of the following two conditions is met: a) in tile_config.json there is no png image defined for the object; b) in tile_config.json there is a png image defined for the object, but the referred png file does not exist. Is this correct? I ask this because, if it doesn’t work like that, I think it might be easier (for my limited knowledge) to forget about the fallback.png and use a tool like the CDDA-Tileset-Editor to replace, one by one, the images of a tileset like Cuteclysm. On the other hand, this method may have a considerable impact on the speed of the graphic drawing of the game (right?).
I think I’m going to focus on producing a 512x8192px fallbacks.png with SquareSmallCapsRM font, and then we’ll see. In any case, I’ll upload the new fallback.png to the forum when it’s done.