Providing a game had to deal with 1bpp to 2 bpp conversion, Software Sprites and Scrolling and complicated gameplay, adding some Raster interrupt to the equation is a really bad move and a good way to waste even more CPU time.
==Partial code re-use for proper CPC games==
Some CPC games are in mode0 yet the similarities with the speccy version are still obvious. [[Ocean]] was actually a lot into this, but thanks to a more professional graphic treatment (compared to many other British companies) and actually good porting tactics (though not always the case) this produced some of the finest CPC games.
Those games are examples of Cross-dev done right. They remain quite playable because the CPU doesn't waste time to decipher 1bpp graphics or get Rasters interrupts.
*'''Robocop'''
*'''Chase HQ'''
Some of the games below were Mode1 but fully supported the 2bpp re-coding of graphics done right (by a human, not by the CPU in real time) hence got properly coloured backgrounds.
*'''Shadow of the Beast''': basically an almost playable Amiga Demo from the start this just turns into a quite good speccy port on CPC.
*'''Midnight Resistance''' : some elements such as the projectile sprites (bullets, explosions) are certainly far too big on the CPC to get it smooth and fast enough. Also some animations should have skipped a few frames to lighten the proceedings. But at least this is an example of Mode1 looking good...
*'''Wec le Mans''': excellent CPC version, just a bit on the slow side. Burnin' Rubber is the Plus version of this game, sort of.
[[Category: Games| ]][[Category:Programming]][[Category:Games Programming]][[Category:CrossDev]][[Category:CPC History]]