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Black Tiger CPC-Spectrum Comparison - CPCWiki
Last modified on 28 April 2011, at 19:10

Black Tiger CPC-Spectrum Comparison

Revision as of 19:10, 28 April 2011 by MacDeath (Talk | contribs)

Black Tiger is quite infamous for being one of the laziest speccy port.

And even more infamous because the speccy's original version is not even that good to begin with.

  • Graphics : the Amstrad version use unmodified Graphical Datas.

The Sprites and tiles are stored in RAM in 1bit per pixel, sprites are also masked in 1 bit per pixel. the 1bpp datas are then turned into Mode1 2bit per pixel when they are to be displayed into the Video RAM area. Which is somewhat CPU intensive.

  • Also some Raster interrupt are used in order to get more than 4 colours displayed on the screen.

But the main problem is that it is quite useless as the Game's window is still monocolour ! So it simply wastes CPU power.

Screenshots

  • ZX Spectrum

Black Tiger (Spectrum)

  • Amstrad CPC

Black Tiger (Amstrad)

What If ?

  • What we quite got :

BlackTigerspeccymap.png

  • What we could at least have :

BlackTiger mega map speccy recolored.png


  • As the sprites are 1bpp + 1bpp mask , this means that if properly recoded in 2bpp they use the exact same amount of DATA in RAM, but could then be in 3 colours, 4th colour being used as mask, s used in super wonderboy (this is not shown on mock up)
  • Also it may be possible to apply some king of attribute colour on the tiles so the Bacjground and Foreground, while still being 1bpp/2 colours... could be say... 2 different colours (as shown)
  • then get rid of Rasters interrupts/palette change.

There, you have a better version than the speccy one.

Pure lazyness ?

It is to notice that the Disk version actually use multiloads...

As it seems to reload datas between each levels...

So the Amstrad version is just some pure applied Lazyness and Scroodgery.

Such a shame for what used to be one of the best Arcade Game of 1987.