Randy,
Also, you really need to understand that even though the un-stretched DirectDraw image doesn't fill the screen, it is the only means of getting a true, clean 1:1 pixel ratio on an LCD monitor.
While what you say in theory is true, it doesn't mean that other applications can at least make the symptons less problematic.
As pixel count gets higher and higher, the differences will become more and more neglible using multiple pixel technology.
With the pictures I posted, I do notice that that the "dot" is slighly fatter. This is likely because of the odd resolution of 352x288 representing 224x288. While most of it does go to black, you cannot get away from the fact that the numbers don't mesh.
BUT, I do standby that Direct Draw with hardware stretch shows the obvious problems that you preach against.
Now that said, I did try the bitmap prescaling and I saw similarities. Still, you cannot get away from the fact that the tricks are being used on Windows default settings as opposed to using a programmed fixed resolution through the hardware.
The resolution that is displayed is exactly what is being picked.....I just don't know how they got there.
From what I have seen, it doesn't appear like there is much to gain from the card over bitmap prescaling except for one thing. EASE OF USE. Hardware set to certain resolutions in some cases can give better displays. Perhaps Mortal Kombat was a better example because of the resolution being closer to a full size monitor.
Again, I don't pretend to know how they got there, but 400x256 is the fixed monitor display, and the results are exactly what I expect. With scanlines, the image is very close to an arcade look alike. Being my favorite game of all time and spending many years playing it, I do know what I am talking about(oh wait this is a qualifier that goes against my own pet peeve
).
I will still take some pictures, but I got to get more sleep, so it may be a bit.
Still, I think it is a waste of time at this point, because I concede that the results are going to be like the pictures above. I wish I could put the odd resolutions to the test with anti-aliasing, but MAME32FX doesn't let you pick the resolutions other then windows default. Perhaps I am missing something. That or another version of MAME would better achieve this. By the way....ignorant/lazy for the dos version. Tried it once...got it running, thought it was too much bother. Nothing against people that do, but making little notepad commands just isn't my cup of tea...and yes I have done front ends too, I just prefer the windows interface.
I do know that if you are going to duplicate(or get really close) to the arcade, you cannot rely on Windows default and picking filters or stretching the display will only make the display "appear" better. The best way is to get the pixels close to the original display AND fill the screen (which yes means that they are blocky) is to get the resolution correct and adminster scanlines to mask the jaggies(if that is what you want).
For me, I do prefer the "blocky" graphics because the picture is much clearer and the original code is represented even if there is speculation that the original author intended his code to be masked off.
But Randy, I have to say, are you still standing behind the fact that Direct Draw with hardware stretch is better then the Arcade VGA estimation? It is there in the pictures, and I can't imagine how anyone would prefer that crap.
I do submit to the bitmap prescaling, but I also am lazy. 352x288 gets damn close, but as you know there are a hundred other displays possible with the card and all one has to do is look at the original resolution and use the closest resolution. Again...as opposed to using windows default or mucking with bitmap intrepretation.
p.s. As for LCD as a display, not only do I think it is a great display for ALL games, it is absolutely necessary for new games because of the absence of scan lines.
Just how does one treat something like Marvel vs Capcom 2 or Capcom vs SNK2 with highly detailed background graphics if one is going to rely on a CRT with all its inherent problems.
Alot of the same arguements about graphics being blocky is due to the Capcom fighters being low res and thus showing all their "blocky" characteristics.