chip8 | Javascript canvas chip 8 emulator | Canvas library
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kandi X-RAY | chip8 Summary
Javascript canvas chip 8 emulator.
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QUESTION
i have this code to read a chip8 rom and print out the corresponding instructions:
...ANSWER
Answered 2021-Jan-19 at 02:14The "random behavior" is your program using fgets to read into memory pointed to by uint8_t *code
.
Ask yourself, "What does code point to?"
Realize that the answer is "I don't know, because I didn't set it to anything."
And THAT is the "random" behavior. Whatever value was in the stack memory or register that the compiler assigned to code
is what was being used. It is "random" as in you have no idea what that value is going to be.
QUESTION
I'm new to Rust, I have a file structure like this
main.rs
chip8.rs
chip8_gui.rs
I added a unit test in main.rs and a unit test in chip8.rs (a simple assert_eq!(2,2)
) but it only finds the test in main.rs. Why? I am trying to test a private function of chip8.rs.
ANSWER
Answered 2020-Nov-12 at 07:12Turns out TDD is fun, but you have to make sure it compiles! The solution was simply to add mod chip8
in main.rs
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
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
I'm making a project and in order to assist in building, I'm using CMake
.
However, I notice that I can't debug.
Here's my launch.json:
...ANSWER
Answered 2018-Mar-31 at 01:56It seems you built release version of your program. Try to build debug version of your program.
QUESTION
ANSWER
Answered 2019-Jul-02 at 05:15To start with, have the current timeout to be a persistent variable, and then call clearTimeout
with it right before calling loadRom
. If nothing has been loaded yet, the clearTimeout
just won't do anything.
But because you have await
s as well, you'll need to check whether a new rom gets loaded while the await
s are going on. One way to accomplish this would be to have another persistent variable, the current romBuffer
being used - if it's not the same as the romBuffer
in the function closure, then another rom has started, so return immediately (and don't recursively create a timeout).
QUESTION
I am trying to share as much code as possible between emulators and a CLaSH implementations for CPUs. As part of this, I am writing instruction fetching & decoding as something along the lines of
...ANSWER
Answered 2019-Jun-17 at 03:39It turned out the real culprit was not FetchM
, but other parts of my code that required inlining of a lot of functions (one per each monadic bind in my main CPU
monad!), and FetchM
just increased the number of binds.
The real problem was that my CPU
monad was, among other things, a Writer (Endo CPUOut)
, and all those CPUOut -> CPUOut
functions needed to be fully inlined since CLaSH can't represent functions as signals.
All of this is explained in more detail in the related CLaSH bug ticket.
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