If anyone wants to ask any other questions and go ahead..
I think one thing I should probably clarify was asking about implementing the features in Hatari etc..
You can select any bus speed you want like 8MHz, 16Mhz, 32MHz etc. So at that point theres actually nothing else to emulate because the bus speed up will be scalable. Like 8MHz is 100% score, 16MHz 200% score, 32MHz 400% score.
The possible unknown in all this is how much bandwidth we allocate to the shifter , I'm not sure how emulators tackle that exactly. The biggest bottleneck of course, is always going to be ST-RAM. So that will double in speed eachtime along with the CPU anyway.
If we allocate more bandwidth to the shifter, then of course, the CPU will have less time, but we do have the option for higher colour depths and high resolutions etc.
In terms of the blitter, as previously on the forum, I just throw out the numbers as 128Mhz blitter, and it can work in burst mode with the SDRAM. "word access" will be expensive, it's like that on a regional system because of was dreamt overhead anyway. But once the SDRAM has opened up the rows, BURST mode to blitter can be like 10ns access time (depends on speed of RAM, FPGA delays, PCB delays etc) But thats a insane boost in speed. If TOS does a "wipe screen" with the blitter, it will be done insanely fast. No others special software would be needed. Anything which would use the blitter, will just instantly make use of the higher speeds.
Currently the blitter on original machines is "locked" to 8MHz like the CPU, basically because of the RAM bottleneck. So when we scaled up to 32MHz CPU & blitter, we get a huge speed bump there alone. But we don't have to limit it to the CPU clock speed either, we can run the blitter and much higher speeds that like 128MHz. So the blitter can move blocks of memory around at insane speeds, as long as its a BURST access. WORD access on the blitter is expensive, still be faster than the original machines anyway. But BURST access like full screen clears will be where it will shine.

