Yeah, I can whip one up. The process is fairly simple.
The bitmap fonts have to be 16-by-16 ASCII tilepages, with specific color codes. A typical curses bitmap font looks like this:

Take note of colors. Two specific colors on the font sheet determine how in-game ASCII colors are applied. Any pixel that is pure white - #FFFFFF - receives “foreground” color. Any pixel that is bright pink - #FF00FF - receives “background” color. Pixels of any other color retain their color, so be sure to check the amount of colors your sheet uses. PNG transparency is supported, so you might be able to create a font that “glows” with background color instead of having a complete square fill, but it’s not terribly well advised.
Once you have the bitmap fonts, copy their PNG files into the data\font folder, for consistency since that’s where the other fonts are.
Then edit the ‘fontlist.txt’ file inside the config folder, to include your new fonts. Not sure if it’s required, but I always add the file extension to the name of the font, like so:
FixedsysTTF Monospaced
data/font/fixedsys.ttf
0
Terminus
data/font/terminus.fon
0
Goofy12x12.png
data/font/Goofy12x12.png
0
Goofy12x12x2.png
data/font/Goofy12x12x2.png
0
Md_curses_16x16.png
data/font/Md_curses_16x16.png
0
curses_640x300.png
data/font/curses_640x300.png
0
Haowan_Curses_18x18.png
data/font/Haowan_Curses_18x18.png
0
Yayo_tunur_13x13.png
data/font/Yayo_tunur_13x13.png
0
With that done, all you need is pointing to the fonts in the ‘fonts.json’ file in the same folder:
{
"fontblending" : true,
"fontwidth" : 8,
"fontheight" : 12,
"fontsize" : 12,
"typeface" : "curses_640x300.png",
"map_fontwidth" : 18,
"map_fontheight" : 18,
"map_fontsize" : 18,
"map_typeface" : "Haowan_Curses_18x18.png",
"overmap_fontwidth" : 13,
"overmap_fontheight" : 13,
"overmap_fontsize" : 13,
"overmap_typeface" : "Yayo_tunur_13x13.png"
}
Keep in mind that window dimensions will always use the first font’s size, since it will be the “terminal” font for all basic text.