Thanks matthey
it is actually nice to see that somebody else is making same mistakes than me 
But it seems that SDLQuake is doing same results, than Frank's quake port with hires screemodes.
BUT as have been said, this is quite useless test. Is it so that you have used Frank's engine with your SDL port? So you know how small SDL role is with this test.
If you believe what a user tell that seem have not done any test on SDL and CGX or P96 its up to you.
If some of the "cgx/p96 is faster as SDL" experts can tell me exact how i need write the testprogram i can do so.
But i never will spend time to write a own testprogram, because i am 100% sure, the "experts" bring the excuse when show that SDL is faster as P96/cgx that i have written the program wrong.
The performance of a game depend on the speed of mask blitting, because all game objects are not simple rectangle with no transparent.only the large background can blit without mask.
And mask blitting is on P96 not very fast, and is done with the CPU.when you have the bitmap in gfxcard, then the background is multiple overwritten. bad for this extreme slow GFX Card Bus of amiga that is used on mediator and A1200.
SDL is the best and fastest Game Engine for C on amiga, i have at least done enough tests to verify that.
My first idea was too, just wrap the the SDl blitfunctions to P96 Blit functions.but it was slow as hell then, mostly on mask blit.
i use for test openredalert, that do many small blits of the small soldierm cars etc, with mask blit.
and use of a real alpha channel is not possible with CGX/P96, no hardware and CPU support
real alpha calc is extrem slow to do with CPU.o games that use real alpha are more unusable on a classic.
>BUT as have been said, this is quite useless test. Is it so that you have used Frank's engine with your SDL port?
sdl_quake is only a quick compile of Linux Version on amiga, no changes.sound is done too with sdl.