normal4x, normal5x, normal6x

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normal4x, normal5x, normal6x

Postby VileRancour » 2013-4-12 @ 16:31

Attached appears to be a fixed-up diff.
However, compiling with mingw results in screen corruption on CLS *if* normal6x is used (no issue with 4x, 5x). Wonder what's up with that.


(Edit by Dominus: on request the patches have been split off the topic viewtopic.php?f=32&t=35256&p=301919#p301919 and put into the patches forum)
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Re: normal4x, normal5x, one day ?

Postby VileRancour » 2013-11-26 @ 19:31

Added feature: "normal2x" and "normal3x" now work in double-width/double-height modes too.

Normally the internal scalers have zero effect on:

  • CGA/EGA 640x200
  • Composite CGA
  • CGA/pcjr/tandy 80-column text (incl. "160x100" games like Round 42)
  • EGA/VGA 40-column text
  • various tweaked VGA modes (320x400, 360x480/350, etc.)

The updated patch allows simple 2x/3x scaling for all of the above. You have to specify the 'forced' parameter (e.g. "scaler=normal2x forced"); this is a deliberate choice, mainly for consistency's sake.

(Moderators: could this thread be moved to the patches section?)
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