CHIP-8 | Assembler and Emulator in Go | Emulator library
kandi X-RAY | CHIP-8 Summary
kandi X-RAY | CHIP-8 Summary
Assembler and Emulator in Go
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Community Discussions
Trending Discussions on CHIP-8
QUESTION
I am currently writing a console program in C++ for interpreting Chip-8 code, and I need to address the stack, requiring me to find the last non-zero entry in the stack array.
...ANSWER
Answered 2021-Apr-29 at 00:58Assuming your stack is something like std::array
you can do:
QUESTION
I am trying to make a CHIP-8 emulator that generates most of the instructions at compile time.
So i have a constexpr array like this:
...ANSWER
Answered 2020-Jul-28 at 07:24If code
is always known at compile time, make it a template parameter:
QUESTION
I am new to emulation and figured writing a CHIP-8 interpreter would get be started. However, I am facing an issue. When running a game, like Brix for example, it draws the game no problem (the paddle, etc.) but, after it is done, it just gets stuck in a loop of 0x3000 and after that, a jump instruction that jumps back to the 0x3000. It is clear that 0x3000 is false and that is why it is looping, but I can't figure why that is for the life of me.
Screenshot of the game and the Chrome devtools console (the game is Brix, taken from here): https://i.stack.imgur.com/a0wNM.png
In that screenshot, in the console, you can see the 0x3000 is failing and going to a jump, and that jump goes back to 0x3000, and the cycle repeats. This happens with most, if not all games. I suspect is has something to do with the delay timer, since 0x3000 is checking for v0 === 0, but it fails, and goes to the jump instruction.
Here is my main CHIP-8 class:
...ANSWER
Answered 2020-Jul-14 at 16:04It appears that your issue is that you are incrementing the PC again after assigning it in the JMP instruction (0x1nnn) (You can see the discrepancy in your debug output). So after the current executeOpcode
cycle, the execution returns to this.step
and hits this line:
QUESTION
I am writing a simple chip8 emulator.
I have a value called programCounter(PC).
The problem is that once I return from the Instruction1( which modifies PC), PC returns to the value it was before being modified by the method.
ExampleBefore Instruction1 assigns to PC, the value of PC is 203.
After Instruction1, the value of PC is (0x0NNN & 0xFFFE).
By programCounter++, it return to 203 than increments.
...ANSWER
Answered 2020-Jul-03 at 03:01You have two or more cpp files. Each forms a compilation unit. (A .h
you include becomes part of each compilation unit separately; the notion of compilation unit applies after preprocessing is done.)
Static global variables are not linked between compilation units, they're private to the unit they're defined in.
static uint16_t programCounter
is thus local to each cpp file.
As a general rule:
- Stop using global variables, especially mutable ones. Pass shared state explicitly. Use a class or struct.
- Especially stop using mutable static variables in header files. That is insane.
- Check the address of data when things don't make sense.
Be aware that static
has a different meaning within classes and functions that it does at global scope. Regular globals already have static storage class (same as static
variables), but with global cross-file visibility.
QUESTION
I am currently working on a Chip-8 interpreter in C. For the rendering I use the SDL2 library. The problem is that I can't draw a rectangle on the screen. The SDL_RenderClear function does also not work. Maybe it is the Makefile but I have already tried to change the console flag in the linker to windows. Can anyone help me?
My code:
main.c
...ANSWER
Answered 2020-Apr-24 at 07:31Let me start with a recommendation - if you're at all interested in an answer, please don't make it harder to answer your question than it needs to be. Think how it looks for others - some bulk of code, with problem seemingly in not drawing anything; why this example have to have 6 files? Why does it depend on external file which we don't have and hence have literally no way to verify? Surely it is possible to shrink it down to 30 lines of single file with just init and render - literally any "hello world" for SDL2 will do. And when it works and your code doesn't - you start checking what's different.
Now to your question. You can't draw anything from your main loop because your window
and renderer
here are NULL - it was initialised to NULL and never set to anything else. It appears you have misconception of how function arguments works - in C, funciton arguments are passed by value, and any modification of that value is made to local funciton copy. When you pass an int, function gets copy of that int, and don't push any changes back. If you pass SDL_Window*
, then you pass value of that pointer (in your case, NULL
); when you do SDL_CreateWindow
, you assign it to local variable and once angain can't return it back to caller, where it stays NULL. So all your render calls are passing NULL as renderer, which naturally isn't a valid renderer.
The same thing appears in your close
- you're trying to reset passed copies to NULL, but it makes no sense, as you can't modify external value, only function-local copy.
Programming classes often teach that there is "pass by value" and "pass by reference", which I suppose is a source of that confusion. I'd rather say there is no pass-by-reference in C, you always pass value, but pointer is a value too. To be able to modify data we pass pointer to that data; to mutate int you may pass int*
, but to mutate SDL_Window*
you'll need to get pointer to that pointer - SDL_Window**
. Take a look at how SDL itself does it: https://wiki.libsdl.org/SDL_CreateWindowAndRenderer .
So, in short - make your init
to be int init(SDL_Window **window, SDL_Renderer** renderer, int width, int height);
(you don't need const int
here either, as these are copies of width and height) instead, and modify its code accordingly. And check values of window
and renderer
after that call (debugger, debug printf, if(window==NULL)
anything goes). init
could be something like
QUESTION
While building a chip-8 emulator, I ran into the problem where the 2 main sources of chip-8 information seem to differ which has implications for the whole chip-8 interpreter.
On the one side we have wikipedia, which under the opcode FX65 tells us that
"Fills V0 to VX (including VX) with values from memory starting at address I. I is increased by 1 for each value written."
where "I is increased by 1 for each value written." is the important part.
Following this results in the following code:
...ANSWER
Answered 2018-Jul-04 at 19:12There doesn't seem to be a definitive answer, as there doesn't seem to be a definitive reference.
This reference seems to have the same problem with the same ambiguity
This (contemporary) reference (page 113), however, says "I = I + X + 1". Authorship is by the inventor, Joseph Weisbecker - I guess he will have known.
QUESTION
I wrote a simple Chip-8 emulator in C (mostly taking inspiration from this; to be honest, just rewriting it in C). It uses SDL 2.0, which I definitely have installed.
As I tried compiling the files (gcc main.c chip8.c -o chip8
), I got this stack of errors:
ANSWER
Answered 2020-Feb-03 at 19:49Why doesn't the linker work with this? Are any other compiler flags required?
Yes, you need to tell the linker which libraries to link against, e.g.:
QUESTION
i want to run opengl and i also want that my c code is executed... xD After the window is created no code is executed... is this normal ? or do i need just to understand opengl a bit better :D
Maybe i need to put my c code in some opengl loop xD like into the idle function^^
...ANSWER
Answered 2019-Nov-28 at 04:38When you call glutMainLoop(), your program will enter a loop that looks a bit like:
QUESTION
When compiling my Chip-8 Emulator that uses SDL-2 in Visual Studio with optimisations on, the SDL window fails to display any graphics. The SDL window works completely when compiling without optimisation.
I have disassembled the binary files to see if I could figure out what exactly the optimiser is doing and the only difference between the optimised code and unoptimised code when disassembled is two rdata lines as follows:
Optimised:
...ANSWER
Answered 2019-Aug-17 at 03:01I'm not sure of the exact problem, but...
When the compiler sees something like this:
QUESTION
I am trying to use golang.org/x/exp/shiny/screen to create a windows and then paint a buffer on the screen.
I have assigned same bounds (height and width) to the window and the buffer I am publishing on the window, but there seems to be a mismatch when I see the results.
You can see in the picture, that the blue buffer which is uploaded to the window is not covering it completely.
...ANSWER
Answered 2019-Aug-13 at 08:59You specify an initial size of width=62, height=32
, these are sizes in pixels. Which means you want your window to be "tiny". Windows usually have a minimum size (often dictated by window controls), and seemingly this minimum size is bigger than your intended size. So the blue rectangle you draw will not will the whole window (which will not be less than the minimum size).
If you increase the size, e.g. Rows = 300, Cols = 600
, then it will fill your window.
Also, drop the go
keyword when calling driver.Main()
, some OS-specific libraries require it to be called from the main
goroutine. And so remove the empty for
from main()
, driver.Main()
blocks until your app should exit.
Also, this still won't guarantee you see the blue rectangle, as if the window (screen) is refreshed / cleared, a redraw might be necessary.
So instead move your drawing logic to the event loop, and execute it for the paint.Event
events:
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