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chip8.cpp
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408 lines (392 loc) · 11.9 KB
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#include <stdio.h>
#include <stdlib.h>
#include <iostream>
#include <random>
#include "time.h"
#include "chip8.h"
unsigned char chip8_fontset[80] =
{
0xF0, 0x90, 0x90, 0x90, 0xF0, //0
0x20, 0x60, 0x20, 0x20, 0x70, //1
0xF0, 0x10, 0xF0, 0x80, 0xF0, //2
0xF0, 0x10, 0xF0, 0x10, 0xF0, //3
0x90, 0x90, 0xF0, 0x10, 0x10, //4
0xF0, 0x80, 0xF0, 0x10, 0xF0, //5
0xF0, 0x80, 0xF0, 0x90, 0xF0, //6
0xF0, 0x10, 0x20, 0x40, 0x40, //7
0xF0, 0x90, 0xF0, 0x90, 0xF0, //8
0xF0, 0x90, 0xF0, 0x10, 0xF0, //9
0xF0, 0x90, 0xF0, 0x90, 0x90, //A
0xE0, 0x90, 0xE0, 0x90, 0xE0, //B
0xF0, 0x80, 0x80, 0x80, 0xF0, //C
0xE0, 0x90, 0x90, 0x90, 0xE0, //D
0xF0, 0x80, 0xF0, 0x80, 0xF0, //E
0xF0, 0x80, 0xF0, 0x80, 0x80 //F
};
Chip8::Chip8() {}
Chip8::~Chip8() {}
void Chip8::initialize()
{
//init registers, memory for first time
drawFlag = false;
for(int i=0; i < (2048); ++i){
gfx[i] = 0;
}
for(int i=0; i<16; ++i){
key[i] = 0;
V[i] = 0;
stack[i] = 0;
}
opcode = 0;
for(int i=0; i<MEMORY; ++i){
memory[i] = 0;
}
I = 0;
pc = 0x200;
delay_timer = 0;
sound_timer = 0;
sp = 0;
srand(time(NULL));
for (int i = 0; i < 80; ++i) {
memory[i] = chip8_fontset[i];
}
}
bool Chip8::loadGame(const char *name)
{
initialize();
printf("Now loading: %s\n", name);
FILE* rom = fopen(name, "rb");
if(rom == NULL){
std::cerr << "ERROR: Cannot open ROM." << std::endl;
return false;
}
fseek(rom, 0, SEEK_END);
long rom_size = ftell(rom);
rewind(rom);
char* rom_buffer = (char*) malloc(sizeof(char) * rom_size);
if(rom_buffer == NULL){
std::cerr << "ERROR: Could not allocate memory to load ROM." << std::endl;
return false;
}
size_t result = fread(rom_buffer, sizeof(char), (size_t)rom_size, rom);
if(result != rom_size){
std::cerr << "Failed to read ROM." << std::endl;
return false;
}
if((4096-512) > rom_size){
for(int i=0; i<rom_size; ++i){
memory[i+512] = (uint8_t)rom_buffer[i];
}
} else {
std::cerr << "ROM was too large to fit in 4096 bytes." << std::endl;
return false;
}
fclose(rom);
free(rom_buffer);
return true;
}
void Chip8::emulateCycle()
{
//fetch
opcode = memory[pc] << 8 | memory[pc + 1];
//decode
switch(opcode & 0xF000){
//0x0000
case 0x0000:
{
switch(opcode & 0x000F){
case 0x0000:
{
//clear screen
for(int i=0; i<2048; ++i){
gfx[i] = 0;
}
drawFlag = true;
pc += 2;
}
break;
case 0x000E:
//return from subroutine
--sp;
pc = stack[sp];
pc += 2;
break;
default:
printf("\nUnknown op code: %.4X\n", opcode);
exit(3);
}
}
break;
case 0x1000:
//jump to address NNN.
pc = opcode & 0x0FFF;
break;
case 0x2000:
//calls subroutine at NNN.
stack[sp] = pc;
++sp;
pc = opcode & 0x0FFF;
break;
case 0x3000:
//skips next instruction if VX == NN
if(V[(opcode & 0x0F00) >> 8] == (opcode & 0x00FF)){
pc += 4;
} else {
pc += 2;
}
break;
case 0x4000:
//skips next instruction in VX != NN
if(V[(opcode & 0x0F00) >> 8] != (opcode & 0x00FF)){
pc += 4;
} else {
pc += 2;
}
break;
case 0x5000:
//skips next instruction if VX = VY
if(V[(opcode & 0x0F00) >> 8] == V[(opcode & 0x00F0) >> 4]){
pc += 4;
} else {
pc += 2;
}
break;
case 0x6000:
//sets VX to NN.
V[(opcode & 0x0F00) >> 8] = opcode & 0x00FF;
pc += 2;
break;
case 0x7000:
//adds NN to VX (carry flag unchanged)
V[(opcode & 0x0F00) >> 8] += opcode & 0x00FF;
pc += 2;
break;
case 0x8000:
switch(opcode & 0x000F){
case 0x0000:
//sets VX to VY
V[(opcode & 0x0F00) >> 8] = V[(opcode & 0x00F0) >> 4];
pc += 2;
break;
case 0x0001:
//sets VX to VX or VY (bitwise or)
V[(opcode & 0x0F00) >> 8] |= V[(opcode & 0x00F0) >> 4];
pc += 2;
break;
case 0x0002:
//sets VX to VX and VY (bitwise and)
V[(opcode & 0x0F00) >> 8] &= V[(opcode & 0x00F0) >> 4];
pc += 2;
break;
case 0x0003:
//sets VX to VX xor VY (bitwise xor)
V[(opcode & 0x0F00) >> 8] ^= V[(opcode & 0x00F0) >> 4];
pc += 2;
break;
case 0x0004:
//adds vy to vx. vf is 1 when there's a carry, 0 when not
V[(opcode & 0x0F00) >> 8] += V[(opcode & 0x00F0) >> 4];
if(V[(opcode & 0x00F0) >> 4] > V[(opcode & 0x0F00) >> 8])
V[0xF] = 1;
else
V[0xF] = 0;
pc += 2;
break;
case 0x0005:
//vy subtracted from vx. vf is 0 when there's a borrow, and 1 when there isnt
if(V[(opcode & 0x00F0) >> 4] > V[(opcode & 0x0F00) >> 8])
V[0xF] = 0;
else
V[0xF] = 1;
V[(opcode & 0x0F00) >> 8] -= V[(opcode & 0x00F0) >> 4];
pc += 2;
break;
case 0x0006:
//Stores the least significant bit of VX in VF and then shifts VX to the right by 1.
V[0xF] = V[(opcode & 0x0F00) >> 8] & 0x1;
V[(opcode & 0x0F00) >> 8] >>= 1;
pc += 2;
break;
case 0x0007:
//Sets VX to VY minus VX. VF is set to 0 when there's a borrow, and 1 when there isn't.
if(V[(opcode & 0x0F00) >> 8] > V[(opcode & 0x00F0) >> 4])
V[0xF] = 0;
else
V[0xF] = 1;
V[(opcode & 0x0F00) >> 8] = V[(opcode & 0x00F0) >> 4] - V[(opcode & 0x0F00) >> 8];
pc += 2;
break;
case 0x000E:
//Stores the most significant bit of VX in VF and then shifts VX to the left by 1.[3]
V[0xF] = V[(opcode & 0x0F00) >> 8] >> 7;
V[(opcode & 0x0F00) >> 8] <<= 1;
pc += 2;
break;
default:
printf("\nUnknown op code: %.4X\n", opcode);
exit(3);
}
break;
case 0x9000:
//Skips the next instruction if VX doesn't equal VY. (Usually the next instruction is a jump to skip a code block)
if(V[(opcode & 0x0F00) >> 8] != V[(opcode & 0x00F0) >> 4])
pc += 4;
else
pc += 2;
break;
case 0xA000:
//Sets I to the address NNN.
I = opcode & 0x0FFF;
pc += 2;
break;
case 0xB000:
//Jumps to the address NNN plus V0.
pc = (opcode & 0x0FFF) + V[0];
break;
case 0xC000:
//Sets VX to the result of a bitwise and operation on a random number (Typically: 0 to 255) and NN.
V[(opcode & 0x0F00) >> 8] = (rand() % (0xFF + 1)) & (opcode & 0x00FF);
pc += 2;
break;
case 0xD000:
{
//Draws a sprite at coordinate (VX, VY) that has a width of 8 pixels and a height of N pixels. Each row of 8 pixels is read as bit-coded starting from memory location I; I value doesn’t change after the execution of this instruction. As described above, VF is set to 1 if any screen pixels are flipped from set to unset when the sprite is drawn, and to 0 if that doesn’t happen
unsigned short x = V[(opcode & 0x0F00) >> 8];
unsigned short y = V[(opcode & 0x00F0) >> 4];
unsigned short height = opcode & 0x000F;
unsigned short pixel;
V[0xF] = 0;
for(int col=0; col<height; col++){
pixel = memory[I + col];
for(int row=0; row < 8; row++){
if((pixel & (0x80 >> row)) != 0){
if(gfx[(x + row + ((y + col) * 64))] == 1){
V[0xF] = 1;
}
gfx[x + row + ((y + col) * 64)] ^= 1;
}
}
}
drawFlag = true;
pc += 2;
}
break;
case 0xE000:
switch(opcode & 0x00FF){
case 0x009E:
//Skips the next instruction if the key stored in VX is pressed. (Usually the next instruction is a jump to skip a code block)
if(key[V[(opcode & 0x0F00) >> 8]])
pc += 4;
else
pc += 2;
break;
case 0x00A1:
//Skips the next instruction if the key stored in VX isn't pressed. (Usually the next instruction is a jump to skip a code block)
if(key[V[(opcode & 0x0F00) >> 8]] == 0)
pc += 4;
else
pc += 2;
break;
default:
printf("\nUnknown op code: %.4X\n", opcode);
exit(3);
}
break;
case 0xF000:
printf("got 0xF000\n");
switch(opcode & 0x00FF){
case 0x0007:
printf("\tgot 0xF007\n");
//Sets VX to the value of the delay timer.
V[(opcode & 0x0F00) >> 8] = delay_timer;
pc += 2;
break;
case 0x000A:
{
printf("\tgot 0xF00A\n");
//A key press is awaited, and then stored in VX. (Blocking Operation. All instruction halted until next key event)
bool key_pressed = false;
for(int i=0; i<16; ++i){
if(key[i] != 0){
V[(opcode & 0x0F00) >> 8] = i;
key_pressed = true;
}
}
if(!key_pressed)
return;
pc += 2;
}
break;
case 0x0015:
printf("\tgot 0xF015\n");
//Sets the delay timer to VX.
delay_timer = V[(opcode & 0x0F00) >> 8];
pc += 2;
break;
case 0x0018:
printf("\tgot 0xF0018\n");
//Sets the sound timer to VX.
sound_timer = V[(opcode & 0x0F00) >> 8];
pc += 2;
break;
case 0x001E:
printf("\tgot 0xF01E\n");
//Adds VX to I.[4]
if(I + V[(opcode & 0x0F00) >> 8] > 0xFFF)
V[0xF] = 1;
else
V[0xF] = 0;
I += V[(opcode & 0x0F00) >> 8];
pc += 2;
break;
case 0x0029:
printf("\tgot 0xF029\n");
//Sets I to the location of the sprite for the character in VX. Characters 0-F (in hexadecimal) are represented by a 4x5 font.
I = V[(opcode & 0x0F00) >> 8] * 0x5;
pc += 2;
break;
case 0x0033:
printf("\tgot 0xF033\n");
//Stores the binary-coded decimal representation of VX, with the most significant of three digits at the address in I, the middle digit at I plus 1, and the least significant digit at I plus 2. (In other words, take the decimal representation of VX, place the hundreds digit in memory at location in I, the tens digit at location I+1, and the ones digit at location I+2.)
memory[I] = V[(opcode & 0x0F00) >> 8] / 100;
memory[I + 2] = (V[(opcode & 0x0F00) >> 8] / 10) % 10;
memory[I + 3] = V[(opcode & 0x0F00) >> 8] % 10;
pc += 2;
break;
case 0x0055:
{
printf("\tgot 0xF055\n");
//Stores V0 to VX (including VX) in memory starting at address I. The offset from I is increased by 1 for each value written, but I itself is left unmodified.
for(int i=0; i <= ((opcode & 0x0F00)>>8); ++i){
memory[I+i] = V[i];
}
I += ((opcode & 0x0F00) >> 8) + 1;
pc += 2;
}
break;
case 0x0065:
{
printf("\tgot 0xF065\n");
//Fills V0 to VX (including VX) with values from memory starting at address I. The offset from I is increased by 1 for each value written, but I itself is left unmodified.
for(int i=0; i <= V[(opcode & 0x0F00) >> 8]; ++i){
V[i] = memory[I + i];
}
I += ((opcode & 0x0F00) >> 8) + 1;
pc += 2;
}
break;
default:
printf("\nUnknown op code: %.4X\n", opcode);
exit(3);
}
break;
default:
printf("\nUnknown op code: %.4X\n", opcode);
exit(3);
}
// update timers
if(delay_timer > 0)
--delay_timer;
if(sound_timer > 0)
--sound_timer;
}