Hi Qbix, it's good to hear from you. Here are some answers:
Qbix wrote:mmm. I don't know exactly which parts are your doing.
1) changing all scalers to start with a capital is a cosmetic change. So you don't need to modify all the strcasecmp as that one ignores the case.
I know, but it's also a cosmetic for the sourceode
...I'm still not sure how good that is, since most of the other code is in lowercase too, it might actually be better just to leave it lowercase as well...
Qbix wrote:2) at first glance it looks like a lot of code is "double" did you consider using a define for the starting and the ending block ?
yep, a lot is doulble, I was just figuring out what parts are needed to be joined or put together (still a work in progress)
There's a lot of duplicated stuff, 'cause I first trying to see how big the gains would be, so I started just wrintting without thinking of that. I'll fix it, the best I can, don't worry about that
Qbix wrote:3) it's a bit hard to figure out as you merged it with the hq2 scaler and the 16 bit vesa support of moe and the normal3x scaler of ykwong.
I wrote the new normal3x scaler, was there a normal3x scaler already?
anyway that one was pretty easy (the hard part was understanding hq2x algorithm enough to convert the code) and yes, I'm meging with moe's hq2x for a reason: the scaler was really really slow and it's still a scaler that needed modifications for it to run faster (you can't just apply my patch and then moe's and expect hq2x to be faster), so that was a must.
About merging with vesa16... well, that's not really needed for my patch, but it's that way, 'cause I wanted to keep compatibility for the future so I was testing it using vesa16 (if it works with vesa16 it works without it, but not necessarily the other way around) and I can always keep vesa16 out if you want, just let me first finish the patch (to remove vesa16 it's only needed to delete the first line of every scaler and change the variable type the scaler functions receive (and of course stop changing any other thing the vesa patch changes).
Qbix wrote:4) those pallet[e] glitches with warcraft 2. are they still present ?
I think they are, but they are not very noticeable... I'm working on those (as well as in other optimization stuff)
Qbix wrote:5) timesync shouldn't alter your timings. The max amount of cycles is another story though.
but it does, that's what I found to be weird... when I activated it it seemed it took less time for the scalers to do their job...
*or* it could be that for some reason, when the timesync is activated the VGA_DrawPart() function in vga_draw.cpp is called more often with no lines to be drawn.
Okay, that's all for the questions, if you need to know anything else, please ask
and... please join #dosbox more ofter if you can