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.