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@ -3,489 +3,86 @@ package main |
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import ( |
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"flag" |
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"fmt" |
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"io/ioutil" |
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"math/rand" |
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"go-chip8/chip8" |
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"os" |
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"github.com/veandco/go-sdl2/sdl" |
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) |
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const w = 64 |
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const h = 32 |
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type chip8 struct { |
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opcode uint16 |
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memory [4096]byte |
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// register
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v [16]byte |
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index uint16 |
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pc uint16 |
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gfx [w * h]byte |
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delayTimer byte |
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soundTimer byte |
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stack [16]uint16 |
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sp int |
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key [16]byte |
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drawFlag bool |
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// graphics
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// SdlEmulator represents the Chip8 emulator with Sdl frontend
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type SdlEmulator struct { |
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w int |
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h int |
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renderer *sdl.Renderer |
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zoom int32 |
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chip8 chip8.Chip8 |
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} |
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// Initialize registers and memory once
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func (c *chip8) initialize() { |
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c.pc = 0x200 |
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c.opcode = 0 |
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c.index = 0 |
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c.sp = 0 |
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c.zoom = 8 |
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for i := 0; i < len(fontSet); i++ { |
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c.memory[i] = fontSet[i] |
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} |
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} |
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func (c *chip8) emulateCycle() { |
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// Fetch Opcode
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c.opcode = uint16(c.memory[c.pc])<<8 | uint16(c.memory[c.pc+1]) |
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x := byte((c.opcode & 0x0F00) >> 8) |
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y := byte((c.opcode & 0x00F0) >> 4) |
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nn := byte(c.opcode & 0x00FF) |
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nnn := uint16(c.opcode & 0x0FFF) |
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// fmt.Printf("%X\n", c.opcode)
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// Decode Opcode
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// https://en.wikipedia.org/wiki/CHIP-8#Opcode_table
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// http://www.multigesture.net/wp-content/uploads/mirror/goldroad/chip8_instruction_set.shtml
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switch c.opcode & 0xF000 { |
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case 0x0000: |
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switch c.opcode & 0x000F { |
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case 0x0000: |
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// 00E0 Clear screen
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for i := 0; i < len(c.gfx); i++ { |
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c.gfx[i] = 0 |
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} |
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c.pc += 2 |
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c.drawFlag = true |
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break |
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case 0x000E: |
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// 00EE Returns from a subroutine
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c.sp-- |
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c.pc = c.stack[c.sp] |
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c.pc += 2 |
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break |
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default: |
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fmt.Printf("Unknown opcode [0x0000]: 0x%X\n", c.opcode) |
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} |
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case 0x1000: |
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// 1NNN Jumps to address NNN
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// c.pc = c.opcode & 0x0FFF
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c.pc = nnn |
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break |
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case 0x2000: |
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// 2NNN Calls subroutine at NNN
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c.stack[c.sp] = c.pc |
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c.sp++ |
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// c.pc = c.opcode & 0x0FFF
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c.pc = nnn |
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break |
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case 0x3000: |
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// 3XNN Skips the next instruction if VX equals NN. (Usually
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// the next instruction is a jump to skip a code block)
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if c.v[x] == nn { |
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c.pc += 2 |
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} |
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c.pc += 2 |
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break |
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case 0x4000: |
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// 4XNN Skips the next instruction if VX doesn't equal NN.
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// (Usually the next instruction is a jump to skip a code
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// block)
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if c.v[x] != nn { |
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c.pc += 2 |
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} |
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c.pc += 2 |
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break |
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case 0x5000: |
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// 5XY0 Skips the next instruction if VX equals VY. (Usually
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// the next instruction is a jump to skip a code block)
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if c.v[x] != c.v[y] { |
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c.pc += 2 |
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} |
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c.pc += 2 |
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break |
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case 0x6000: |
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// 6XNN Sets VX to NN
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c.v[x] = nn |
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c.pc += 2 |
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break |
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case 0x7000: |
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// 7XNN Adds NN to VX. (Carry flag is not changed)
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// c.v[c.opcode&0x0F00>>8] += byte(c.opcode)
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c.v[x] += nn |
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c.pc += 2 |
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break |
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case 0x8000: |
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switch c.opcode & 0x000F { |
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case 0x0000: |
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// 0x8XY0 Sets VX to the value of VY
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c.v[x] = c.v[y] |
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c.pc += 2 |
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case 0x0001: |
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// 0x8XY1 Sets VX to VX or VY. (Bitwise OR operation)
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c.v[x] = (c.v[x] | c.v[y]) |
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c.pc += 2 |
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case 0x0002: |
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// 0x8XY2 Sets VX to VX and VY. (Bitwise AND operation)
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c.v[x] = (c.v[x] & c.v[y]) |
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c.pc += 2 |
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case 0x0003: |
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// 0x8XY3 Sets VX to VX xor VY
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c.v[x] = (c.v[x] ^ c.v[y]) |
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c.pc += 2 |
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case 0x0004: |
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// 0x8XY4 Adds VY to VX. VF is set to 1 when there's a
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// carry, and to 0 when there isn't
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if c.v[y] > (0xFF - c.v[x]) { |
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c.v[0xF] = 1 |
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} else { |
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c.v[0xF] = 0 |
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} |
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c.v[x] += c.v[y] |
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c.pc += 2 |
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break |
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case 0x0005: |
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// 0x8XY5 VY is subtracted from VX. VF is set to 0 when
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// there's a borrow, and 1 when there isn't
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if c.v[x] > c.v[y] { |
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c.v[0xF] = 0x1 |
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} else { |
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c.v[0xF] = 0x0 |
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} |
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c.v[x] -= c.v[y] |
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c.pc += 2 |
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case 0x0006: |
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// 0x8XY6 Stores the least significant bit of VX in VF
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// and then shifts VX to the right by 1
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if c.opcode&0x1 >= 1 { |
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c.v[0xF] = 1 |
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} else { |
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c.v[0xF] = 0 |
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} |
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c.v[x] = c.v[x] >> 1 |
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c.pc += 2 |
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case 0x0007: |
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// 0x8XY7 Sets VX to VY minus VX. VF is set to 0 when
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// there's a borrow, and 1 when there isn't
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if c.v[y] > c.v[x] { |
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c.v[0xF] = 0x1 |
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} else { |
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c.v[0xF] = 0x0 |
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} |
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c.v[x] = c.v[y] - c.v[x] |
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c.pc += 2 |
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case 0x000E: |
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// 0x8XYE Stores the most significant bit of VX in VF
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// and then shifts VX to the left by 1
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if c.opcode&0x80 == 0x80 { |
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c.v[0xF] = 1 |
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} else { |
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c.v[0xF] = 0 |
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} |
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c.v[x] = c.v[x] << 1 |
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c.pc += 2 |
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default: |
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fmt.Printf("Unknown opcode [0x8000]: 0x%X\n", c.opcode) |
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} |
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case 0x9000: |
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// 9XY0 Skips the next instruction if VX doesn't equal VY.
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// (Usually the next instruction is a jump to skip a code
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// block)
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if c.v[x] != c.v[y] { |
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c.pc += 2 |
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} |
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c.pc += 2 |
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case 0xA000: |
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// ANNN set index to NNN position
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c.index = nnn |
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c.pc += 2 |
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break |
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case 0xB000: |
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// BNNN Jumps to the address NNN plus V0
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c.pc = nnn + uint16(c.v[0]) |
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case 0xC000: |
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// CXNN Sets VX to the result of a bitwise and operation on a
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// random number (Typically: 0 to 255) and NN
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r := byte(rand.Intn(255)) |
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c.v[x] = r & nn |
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c.pc += 2 |
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case 0xD000: |
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// DXYN Draws a sprite at coordinate (VX, VY) that has a width
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// of 8 pixels and a height of N+1 pixels. Each row of 8 pixels
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// is read as bit-coded starting from memory location I; I
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// value doesn’t change after the execution of this
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// instruction. As described above, VF is set to 1 if any
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// screen pixels are flipped from set to unset when the sprite
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// is drawn, and to 0 if that doesn’t happen
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height := c.opcode & 0x000F |
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var pixel byte |
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c.v[0xF] = 0 |
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// NewSdlEmulator creates a new SdlEmulator
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func NewSdlEmulator(w, h int, zoom int32) SdlEmulator { |
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var c chip8.Chip8 |
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c.Initialize() |
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for yline := uint16(0); yline < height; yline++ { |
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pixel = c.memory[c.index+yline] |
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for xline := uint16(0); xline < 8; xline++ { |
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if (pixel & (0x80 >> xline)) != 0 { |
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pos := (uint16(c.v[x]) + xline) + ((uint16(c.v[y]) + yline) * w) |
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if pos >= 2048 { |
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break |
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} |
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if c.gfx[pos] == 1 { |
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c.v[0xF] = 1 |
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} |
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c.gfx[pos] ^= 1 |
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} |
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} |
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} |
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c.drawFlag = true |
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c.pc += 2 |
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break |
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case 0xE000: |
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switch c.opcode & 0x00FF { |
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case 0x009E: |
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// EX9E Skips the next instruction if the key stored in
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// VX is pressed. (Usually the next instruction is a
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// jump to skip a code block)
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if c.key[c.v[x]] != 0 { |
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c.pc += 2 |
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} |
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c.pc += 2 |
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break |
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case 0x00A1: |
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// EXA1 Skips the next instruction if the key stored in
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// VX isn't pressed. (Usually the next instruction is a
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// jump to skip a code block)
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if c.key[c.v[x]] != 1 { |
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c.pc += 2 |
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} |
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c.pc += 2 |
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default: |
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fmt.Printf("Unknown opcode [0xE000]: 0x%X\n", c.opcode) |
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} |
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break |
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case 0xF000: |
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switch c.opcode & 0x00FF { |
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case 0x0007: |
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// FX07 Sets VX to the value of the delay timer
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c.v[x] = c.delayTimer |
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c.pc += 2 |
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case 0x000A: |
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// FX0A A key press is awaited, and then stored in VX.
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// (Blocking Operation. All instruction halted until
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// next key event)
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pressed := false |
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for i := 0; i < 16; i++ { |
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if c.key[i] == 1 { |
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c.v[x] = byte(i) |
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pressed = true |
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} |
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} |
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if !pressed { |
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return |
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} |
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c.pc += 2 |
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case 0x0015: |
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// FX15 Sets the delay timer to VX
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c.delayTimer = c.v[x] |
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c.pc += 2 |
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case 0x0018: |
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// FX18 Sets the sound timer to VX
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c.soundTimer = c.v[x] |
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c.pc += 2 |
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case 0x001E: |
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// FX1E Adds VX to I. VF is not affected
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c.index += uint16(c.v[x]) |
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c.pc += 2 |
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case 0x0029: |
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// FX29 Sets I to the location of the sprite for the
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// character in VX. Characters 0-F (in hexadecimal) are
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// represented by a 4x5 font
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c.index = uint16(c.v[x]) * 5 |
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c.pc += 2 |
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break |
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case 0x0033: |
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c.memory[c.index] = c.v[x] / 100 |
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c.memory[c.index+1] = (c.v[x] / 10) % 10 |
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c.memory[c.index+2] = (c.v[x] / 100) % 10 |
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c.pc += 2 |
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break |
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case 0x0055: |
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// FX55 Stores V0 to VX (including VX) in memory
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// starting at address I. The offset from I is
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// increased by 1 for each value written, but I itself
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// is left unmodified
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for i := uint16(0); i <= uint16(x); i++ { |
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c.memory[c.index+i] = c.v[i] |
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} |
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c.pc += 2 |
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case 0x0065: |
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// 0xFX65 Fills V0 to VX (including VX) with values
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// from memory starting at address I. The offset from I
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// is increased by 1 for each value written, but I
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// itself is left unmodified
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for i := uint16(0); i < uint16(x)+1; i++ { |
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c.v[i] = c.memory[c.index+i] |
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} |
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c.pc += 2 |
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break |
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default: |
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fmt.Printf("Unknown opcode [0xF000]: 0x%X\n", c.opcode) |
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} |
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break |
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default: |
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fmt.Printf("Unknown opcode: 0x%X\n", c.opcode) |
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} |
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// Update timers
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if c.delayTimer > 0 { |
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c.delayTimer-- |
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} |
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if c.soundTimer > 0 { |
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if c.soundTimer == 1 { |
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fmt.Printf("Beep!\n") |
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} |
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c.soundTimer-- |
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} |
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} |
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func (c *chip8) loadGame(filepath string) error { |
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buffer, err := ioutil.ReadFile(filepath) |
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if err != nil { |
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return err |
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} |
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for i := 0; i < len(buffer); i++ { |
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// 0x200 == 512
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c.memory[512+i] = buffer[i] |
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} |
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return nil |
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} |
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var fontSet = [80]byte{ |
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0xF0, 0x90, 0x90, 0x90, 0xF0, // 0
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0x20, 0x60, 0x20, 0x20, 0x70, // 1
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0xF0, 0x10, 0xF0, 0x80, 0xF0, // 2
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0xF0, 0x10, 0xF0, 0x10, 0xF0, // 3
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0x90, 0x90, 0xF0, 0x10, 0x10, // 4
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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
|
|
|
|
} |
|
|
|
|
|
|
|
func (c *chip8) setupInput() { |
|
|
|
} |
|
|
|
|
|
|
|
func (c *chip8) setupGraphics() { |
|
|
|
fmt.Println(c.zoom) |
|
|
|
window, err := sdl.CreateWindow("go-chip8", sdl.WINDOWPOS_UNDEFINED, |
|
|
|
sdl.WINDOWPOS_UNDEFINED, w*c.zoom, h*c.zoom, sdl.WINDOW_SHOWN) |
|
|
|
sdl.WINDOWPOS_UNDEFINED, int32(w)*zoom, int32(h)*zoom, sdl.WINDOW_SHOWN) |
|
|
|
if err != nil { |
|
|
|
panic(err) |
|
|
|
} |
|
|
|
c.renderer, err = sdl.CreateRenderer(window, -1, 0) |
|
|
|
renderer, err := sdl.CreateRenderer(window, -1, 0) |
|
|
|
if err != nil { |
|
|
|
panic(err) |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
func (c *chip8) drawGraphics() { |
|
|
|
// x := 0
|
|
|
|
// y := 0
|
|
|
|
// for i := 0; i < len(c.gfx); i++ {
|
|
|
|
// if i%w == 0 {
|
|
|
|
// x = 0
|
|
|
|
// y++
|
|
|
|
// fmt.Println("")
|
|
|
|
// }
|
|
|
|
// if c.gfx[i]^1 == 0 {
|
|
|
|
// c.renderer.DrawPoint(int32(x), int32(y))
|
|
|
|
// fmt.Print("x")
|
|
|
|
// } else {
|
|
|
|
// fmt.Print(" ")
|
|
|
|
// }
|
|
|
|
// x++
|
|
|
|
// }
|
|
|
|
|
|
|
|
// for y := 0; y < h; y++ {
|
|
|
|
// for x := 0; x < w; x++ {
|
|
|
|
// pixel := c.gfx[y*w+x]
|
|
|
|
// if pixel != 0 {
|
|
|
|
// c.renderer.DrawPoint(int32(x), int32(y))
|
|
|
|
// }
|
|
|
|
// }
|
|
|
|
// }
|
|
|
|
return SdlEmulator{ |
|
|
|
w: w, |
|
|
|
h: h, |
|
|
|
renderer: renderer, |
|
|
|
zoom: zoom, |
|
|
|
chip8: c, |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
c.renderer.SetDrawColor(0, 0, 0, 1) |
|
|
|
c.renderer.Clear() |
|
|
|
c.renderer.SetDrawColor(255, 255, 255, 1) |
|
|
|
for y := 0; y < h; y++ { |
|
|
|
for x := 0; x < w; x++ { |
|
|
|
pixel := c.gfx[y*w+x] |
|
|
|
func (e *SdlEmulator) drawGraphics() { |
|
|
|
e.renderer.SetDrawColor(0, 0, 0, 1) |
|
|
|
e.renderer.Clear() |
|
|
|
e.renderer.SetDrawColor(255, 255, 255, 1) |
|
|
|
for y := 0; y < e.h; y++ { |
|
|
|
for x := 0; x < e.w; x++ { |
|
|
|
pixel := e.chip8.Gfx[y*e.w+x] |
|
|
|
if pixel != 0 { |
|
|
|
c.renderer.FillRect(&sdl.Rect{ |
|
|
|
X: int32(x) * c.zoom, |
|
|
|
Y: int32(y) * c.zoom, |
|
|
|
W: c.zoom, |
|
|
|
H: c.zoom, |
|
|
|
e.renderer.FillRect(&sdl.Rect{ |
|
|
|
X: int32(x) * e.zoom, |
|
|
|
Y: int32(y) * e.zoom, |
|
|
|
W: e.zoom, |
|
|
|
H: e.zoom, |
|
|
|
}) |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
c.renderer.Present() |
|
|
|
c.drawFlag = false |
|
|
|
e.renderer.Present() |
|
|
|
e.chip8.DrawFlag = false |
|
|
|
} |
|
|
|
|
|
|
|
func (c *chip8) setKeys() { |
|
|
|
func (e *SdlEmulator) setKeys() { |
|
|
|
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() { |
|
|
|
switch t := event.(type) { |
|
|
|
case *sdl.QuitEvent: |
|
|
|
println("Quit") |
|
|
|
fmt.Println("Quit") |
|
|
|
os.Exit(0) |
|
|
|
// running = false
|
|
|
|
// break
|
|
|
|
case *sdl.KeyboardEvent: |
|
|
|
switch t.Type { |
|
|
|
case sdl.KEYDOWN: |
|
|
|
if keyHex, ok := validKeys[t.Keysym.Sym]; ok { |
|
|
|
fmt.Println("down", t.Keysym.Sym) |
|
|
|
c.key[keyHex] = 1 |
|
|
|
fmt.Println(keyHex, c.key[keyHex]) |
|
|
|
e.chip8.Key[keyHex] = 1 |
|
|
|
fmt.Println(keyHex, e.chip8.Key[keyHex]) |
|
|
|
} |
|
|
|
case sdl.KEYUP: |
|
|
|
if keyHex, ok := validKeys[t.Keysym.Sym]; ok { |
|
|
|
fmt.Println("up", t.Keysym.Sym) |
|
|
|
c.key[keyHex] = 0 |
|
|
|
fmt.Println(keyHex, c.key[keyHex]) |
|
|
|
e.chip8.Key[keyHex] = 0 |
|
|
|
fmt.Println(keyHex, e.chip8.Key[keyHex]) |
|
|
|
} |
|
|
|
if t.Keysym.Sym == sdl.K_ESCAPE { |
|
|
|
fmt.Println("EXIT") |
|
|
@ -528,22 +125,19 @@ func main() { |
|
|
|
|
|
|
|
flag.Parse() |
|
|
|
|
|
|
|
var c chip8 |
|
|
|
c.initialize() |
|
|
|
c.setupGraphics() |
|
|
|
c.setupInput() |
|
|
|
emulator := NewSdlEmulator(chip8.W, chip8.H, 8) |
|
|
|
|
|
|
|
err := c.loadGame(*filepath) |
|
|
|
err := emulator.chip8.LoadGame(*filepath) |
|
|
|
if err != nil { |
|
|
|
panic(err) |
|
|
|
} |
|
|
|
|
|
|
|
for { |
|
|
|
c.emulateCycle() |
|
|
|
if c.drawFlag { |
|
|
|
c.drawGraphics() |
|
|
|
emulator.chip8.EmulateCycle() |
|
|
|
if emulator.chip8.DrawFlag { |
|
|
|
emulator.drawGraphics() |
|
|
|
} |
|
|
|
c.setKeys() |
|
|
|
sdl.Delay(100 / 60) |
|
|
|
emulator.setKeys() |
|
|
|
sdl.Delay(200 / 60) |
|
|
|
} |
|
|
|
} |