chris_rainbow #1 Posted July 20, 2012 Hi all, Bug fix so Rainbow can cope with different keyboard layouts around the world. http://www.chrislam.co.uk/rainbow-atari-8bit-emulator.htm Any further keyboard issues please let me know. Thanks, Chris. Quote Share this post Link to post Share on other sites
goldenegg #2 Posted July 20, 2012 Do you happen to know if Richard Bannister is planning to update his OS X port to version 2? Quote Share this post Link to post Share on other sites
chris_rainbow #3 Posted July 20, 2012 Do you happen to know if Richard Bannister is planning to update his OS X port to version 2? If Richard is interested then I don't see why not. The difficulty is choosing at which point to hand over the code, as I imagine there will be some significant changes in coming months. Quote Share this post Link to post Share on other sites
Vaughan #4 Posted July 20, 2012 Hm, on the surface this looks good. I use Altirra all the time, and alternative is always appreciated. I do have a couple issues though. At the moment I can't get it to detect my gamepad at all (works fine in Altirra and Mame). Also, my keyboard didn't work (couldn't start Donkey Kong). Any ideas? This is a Windows 2003 Server - basically an XP system. I downloaded the C++ runtimes etc. Quote Share this post Link to post Share on other sites
Vaughan #5 Posted July 20, 2012 Okay, the keyboard seems fine actually, I had just assumed it would work the same as Altirra (same keys). Still no gamepad though. Quote Share this post Link to post Share on other sites
Vaughan #6 Posted July 20, 2012 (edited) Reboot seems to have fixed it. Maybe it was the updates I'd done to the system..... anyway - working now. Next problem - anyone found that full screen (the only way i like to play emulators) there is an extreme speed degradation? In a window speed is good. Edited July 20, 2012 by Vaughan Quote Share this post Link to post Share on other sites
chris_rainbow #7 Posted July 21, 2012 Rainbow runs slower with the larger display options as obviously more pixels need to be drawn by Windows, and time is needed to stretch the bitmap. My laptop is 5 years old and can run full screen flat-out at twice normal Atari speed. Quote Share this post Link to post Share on other sites
Vaughan #8 Posted July 21, 2012 I admit, my computer at home is basically rubbish (Pentium 4, 1.8Ghz, 1.5GB of RAM). Altirra runs great full screen though. Just an observation. Quote Share this post Link to post Share on other sites
phaeron #9 Posted July 21, 2012 I'm betting the difference is the OS. I ran a trace on Rainbow, and it is using GDI StretchDIBits() to render images. Stretching an image through StretchDIBits() is very slow on versions of Windows prior to Vista (with WDDM), and you can run an order of magnitude faster simply by just doing the stretch yourself into a DIB and then doing an unscaled blit from that. Altirra avoids this bottleneck because it defaults to Direct3D. Quote Share this post Link to post Share on other sites
Vaughan #10 Posted July 21, 2012 Thanks for the explanation, although I can't fix it, myself, it at least prevents me from tinkering trying to make it work. Quote Share this post Link to post Share on other sites
chris_rainbow #11 Posted July 22, 2012 There were plans to moved to Directdraw but with the passage of time and faster computers this is unlikely to happen. Quote Share this post Link to post Share on other sites