Difference between revisions of "Black Tiger"
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And even more infamous because the speccy's original version is not even that good to begin with. | 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. | + | *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. | *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. | ||
+ | |||
+ | ==What If ?== | ||
+ | |||
+ | *What we quite got : | ||
+ | |||
+ | [[File:BlackTigerspeccymap.png|560px]] | ||
+ | |||
+ | *What we could at least have : | ||
+ | |||
+ | [[File:BlackTiger mega map speccy recolored.png|560px]] | ||
+ | |||
+ | |||
+ | *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. | ||
Revision as of 17:28, 27 April 2011
A brilliant Arcade Game turned into one of the most infamous Speccy Port, often cited in CPCwiki as a prime exemple of all that is worst with such productions.
This one particulary shows the dilemma : How can a monochromatic game still display 6 colours in Mode 1, yet being monochromatic...
Well... It can and it does, yet there is no point doing it.
Title: | Black Tiger |
Company: | US Gold |
Type: | Platformer |
Year: | 1989 |
No of Players: | 1 |
Language: | English |
Contents
Speccy Port
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.
What If ?
- What we quite got :
- What we could at least have :
- 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.
Download
Black Tiger DSK image download
Links
- Black Tiger at CPC-Power
- Black Tiger at the English-language Wikipedia