Why should i ise another example pic? I want to show you real game images so that you don't expect mroe than it is in reality.
I know that this is slow, and I know that the only way to real speed up that thing is using the Assemblers sources, but I don't understand much assembler, moreover it would take months (for me) to add this in asm.
And remember that Z-SNES is on the one hand a SNES-Emu (SNES needs less CPU-Power to emulate than GBA) and is on the other hand completely written in Assembler. So maybe ZSNES' filters aren't much faster than my ones, but they only have more CPU-Power to work.
Using 1 skipped frame per second, the game is playable.
Because ngemu is halfway down at the moment, I'll post it here:
Released a WIP exe of my current progress.
HQ3X is working best at the moment. Test it with GDI, DirectDraw or Direct3D.
HQ4x is also working, but only with GDI and DirectDraw.
I tryed for hours to add 16bit support to hq3x, but as you'll see, there are some damn artifacts in it. I have to spend more time on this.