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Add Sdl, Add opcodes & descriptions

master
arnaucube 3 years ago
parent
commit
8c645d8aac
1 changed files with 243 additions and 26 deletions
  1. +243
    -26
      main.go

+ 243
- 26
main.go

@ -4,8 +4,14 @@ import (
"flag"
"fmt"
"io/ioutil"
"math/rand"
"github.com/veandco/go-sdl2/sdl"
)
const w = 64
const h = 32
type chip8 struct {
opcode uint16
memory [4096]byte
@ -16,7 +22,7 @@ type chip8 struct {
index uint16
pc uint16
gfx [64 * 32]byte
gfx [w * h]byte
delayTimer byte
soundTimer byte
@ -27,6 +33,9 @@ type chip8 struct {
key [16]byte
drawFlag bool
// graphics
renderer *sdl.Renderer
}
// Initialize registers and memory once
@ -40,6 +49,11 @@ func (c *chip8) initialize() {
func (c *chip8) emulateCycle() {
// Fetch Opcode
c.opcode = uint16(c.memory[c.pc])<<8 | uint16(c.memory[c.pc+1])
x := byte((c.opcode & 0x0F00) >> 8)
y := byte((c.opcode & 0x00F0) >> 4)
nn := byte(c.opcode & 0x00FF)
nnn := uint16(c.opcode & 0x0FFF)
fmt.Printf("%X\n", c.opcode)
// Decode Opcode
// https://en.wikipedia.org/wiki/CHIP-8#Opcode_table
@ -47,34 +61,92 @@ func (c *chip8) emulateCycle() {
switch c.opcode & 0xF000 {
case 0x0000:
switch c.opcode & 0x000F {
case 0x0000: // 0x00E0
// clear screen
// TODO
case 0x0000:
// 00E0 Clear screen
for i := 0; i < len(c.gfx); i++ {
c.gfx[i] = 0
}
c.pc += 2
c.drawFlag = true
break
case 0x000E: // 0x00EE
// TODO
case 0x000E:
// 00EE Returns from a subroutine
c.sp--
c.pc = c.stack[c.sp]
break
default:
fmt.Printf("Unknown opcode [0x0000]: 0x%X\n", c.opcode)
}
case 0x1000:
// 1NNN Jumps to address NNN
// c.pc = c.opcode & 0x0FFF
c.pc = nnn
break
case 0x2000:
// 2NNN Calls subroutine at NNN
c.stack[c.sp] = c.pc
c.sp++
c.pc = c.opcode & 0x0FFF
// c.pc = c.opcode & 0x0FFF
c.pc = nnn
break
case 0x3000:
// 3XNN Skips the next instruction if VX equals NN. (Usually
// the next instruction is a jump to skip a code block)
fmt.Println(c.v[x], nn)
if c.v[x] == nn {
c.pc += 2
}
c.pc += 2
break
case 0x4000:
// 4XNN Skips the next instruction if VX doesn't equal NN.
// (Usually the next instruction is a jump to skip a code
// block)
if c.v[x] != nn {
c.pc += 2
}
c.pc += 2
break
case 0x5000:
// 5XY0 Skips the next instruction if VX equals VY. (Usually
// the next instruction is a jump to skip a code block)
if c.v[x] != c.v[y] {
c.pc += 2
}
c.pc += 2
break
case 0x6000:
pos := (c.opcode & 0x0F00) >> 8
c.v[pos] = byte(c.opcode)
// 6XNN Sets VX to NN
c.v[x] = nn
c.pc += 2
break
case 0x7000:
c.v[c.opcode&0x0F00>>8] += byte(c.opcode)
// 7XNN Adds NN to VX. (Carry flag is not changed)
// c.v[c.opcode&0x0F00>>8] += byte(c.opcode)
c.v[x] += nn
c.pc += 2
break
case 0x8000:
switch c.opcode & 0x000F {
case 0x0004: // 0x8XY4
case 0x0000:
// 0x8XY0 Sets VX to the value of VY
c.v[x] = c.v[y]
c.pc += 2
case 0x0001:
// 0x8XY1 Sets VX to VX or VY. (Bitwise OR operation)
c.v[x] = (c.v[x] | c.v[y])
c.pc += 2
case 0x0002:
// 0x8XY2 Sets VX to VX and VY. (Bitwise AND operation)
c.v[x] = (c.v[x] & c.v[y])
c.pc += 2
case 0x0003:
// 0x8XY3 Sets VX to VX xor VY
c.v[x] = (c.v[x] ^ c.v[y])
c.pc += 2
case 0x0004:
// 0x8XY4 Adds VY to VX. VF is set to 1 when there's a
// carry, and to 0 when there isn't
if c.v[(c.opcode&0x00F0)>>4] > (0xFF - c.v[c.opcode&0x0F00]) {
c.v[0xF] = 1
} else {
@ -83,17 +155,80 @@ func (c *chip8) emulateCycle() {
c.v[(c.opcode&0x0F00)>>8] += c.v[(c.opcode&0x00F0)>>4]
c.pc += 2
break
case 0x0005:
// 0x8XY5 VY is subtracted from VX. VF is set to 0 when
// there's a borrow, and 1 when there isn't
if c.v[x] > c.v[y] {
c.v[0xF] = 0x1
} else {
c.v[0xF] = 0x0
}
c.v[x] -= c.v[y]
c.pc += 2
case 0x0006:
// 0x8XY6 Stores the least significant bit of VX in VF
// and then shifts VX to the right by 1
if c.opcode&0x1 >= 1 {
c.v[0xF] = 1
} else {
c.v[0xF] = 0
}
c.v[x] = c.v[x] >> 1
c.pc += 2
case 0x0007:
// 0x8XY7 Sets VX to VY minus VX. VF is set to 0 when
// there's a borrow, and 1 when there isn't
if c.v[y] > c.v[x] {
c.v[0xF] = 0x1
} else {
c.v[0xF] = 0x0
}
c.v[x] = c.v[y] - c.v[x]
c.pc += 2
case 0x000E:
// 0x8XYE Stores the most significant bit of VX in VF
// and then shifts VX to the left by 1
if c.opcode&0x80 == 0x80 {
c.v[0xF] = 1
} else {
c.v[0xF] = 0
}
c.v[x] = c.v[x] << 1
c.pc += 2
default:
fmt.Printf("Unknown opcode [0x8000]: 0x%X\n", c.opcode)
}
case 0x9000:
// 9XY0 Skips the next instruction if VX doesn't equal VY.
// (Usually the next instruction is a jump to skip a code
// block)
if c.v[x] != c.v[y] {
c.pc += 2
}
c.pc += 2
case 0xA000:
// set index to NNN position
// ANNN set index to NNN position
c.index = c.opcode & 0x0FFF
c.pc += 2
break
case 0xB000:
// BNNN Jumps to the address NNN plus V0
c.pc = nnn + uint16(c.v[0])
case 0xC000:
// CXNN Sets VX to the result of a bitwise and operation on a
// random number (Typically: 0 to 255) and NN
r := byte(rand.Intn(255))
c.v[x] = r & nn
c.pc += 2
case 0xD000:
x := uint16(c.v[(c.opcode&0x0F00)>>8])
y := uint16(c.v[(c.opcode&0x00F0)>>4])
// DXYN Draws a sprite at coordinate (VX, VY) that has a width
// of 8 pixels and a height of N+1 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
fmt.Printf("D: %X\n", c.opcode)
height := c.opcode & 0x000F
var pixel byte
@ -102,35 +237,75 @@ func (c *chip8) emulateCycle() {
pixel = c.memory[c.index+yline]
for xline := uint16(0); xline < 8; xline++ {
if (pixel & (0x80 >> xline)) != 0 {
if c.gfx[(x+xline+((y+yline)*64))] == 1 {
if c.gfx[(w*(uint16(y)+yline)+(uint16(x)+xline))] == 1 {
c.v[0xF] = 1
}
c.gfx[x+xline+((y+yline)*64)] ^= 1
c.gfx[w*(uint16(y)+yline)+(uint16(x)+xline)] ^= 1
}
}
}
// for yline := uint16(0); yline < height; yline++ {
// pixel = c.memory[c.index+yline]
// for xline := uint16(0); xline < 8; xline++ {
// if (pixel & (0x80 >> xline)) != 0 {
// if c.gfx[(uint16(x)+xline+((uint16(y)+yline)*64))] == 1 {
// c.v[0xF] = 1
// }
// c.gfx[uint16(x)+xline+((uint16(y)+yline)*64)] ^= 1
// }
// }
//
// }
c.drawFlag = true
c.pc += 2
break
case 0xE000:
switch c.opcode & 0x00FF {
case 0x009E:
// EX9E 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 c.key[c.v[(c.opcode&0x0F00)>>8]] != 0 {
c.pc += 4
} else {
c.pc += 2
}
break
case 0x00A1:
// EXA1 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)
// TODO
c.pc += 2
}
break
case 0xF000:
x := (c.opcode & 0x0F00) >> 8
fmt.Printf("F: 0x%X\n", c.opcode)
switch c.opcode & 0x00FF {
case 0x0029:
case 0x0007:
// FX07 Sets VX to the value of the delay timer
c.v[x] = c.delayTimer
c.pc += 2
case 0x000A:
// FX0A A key press is awaited, and then stored in VX.
// (Blocking Operation. All instruction halted until
// next key event)
// TODO
// c.index = uint16(c.v[x]) *
c.pc += 2
case 0x0015:
// FX15 Sets the delay timer to VX
c.delayTimer = c.v[x]
c.pc += 2
case 0x0018:
// FX18 Sets the sound timer to VX
c.soundTimer = c.v[x]
c.pc += 2
case 0x001E:
// FX1E Adds VX to I. VF is not affected
c.index += uint16(c.v[x])
c.pc += 2
case 0x0029:
// FX29 Sets I to the location of the sprite for the character in VX. Characters 0-F (in hexadecimal) are represented by a 4x5 font
c.index = uint16(c.v[x]) * 5
c.pc += 2
break
case 0x0033:
@ -139,8 +314,21 @@ func (c *chip8) emulateCycle() {
c.memory[c.index+2] = (c.v[x] / 100) % 10
c.pc += 2
break
case 0x0055:
// FX55 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 i := uint16(0); i <= uint16(x); i++ {
c.memory[c.index+i] = c.v[i]
}
c.pc += 2
case 0x0065:
for i := uint16(0); i < x+1; i++ {
// 0xFX65 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 i := uint16(0); i < uint16(x)+1; i++ {
c.v[i] = c.memory[c.index+i]
}
c.pc += 2
@ -195,8 +383,37 @@ var fontSet = [80]byte{
0xF0, 0x80, 0xF0, 0x80, 0x80, // F
}
func (c *chip8) drawGraphics() {
func (c *chip8) setupInput() {
}
func (c *chip8) setupGraphics() {
window, err := sdl.CreateWindow("go-chip8", sdl.WINDOWPOS_UNDEFINED,
sdl.WINDOWPOS_UNDEFINED, w, h, sdl.WINDOW_SHOWN)
if err != nil {
panic(err)
}
c.renderer, err = sdl.CreateRenderer(window, -1, 0)
if err != nil {
panic(err)
}
}
func (c *chip8) drawGraphics() {
c.renderer.SetDrawColor(255, 255, 255, 1)
x := 0
y := 0
for i := 0; i < len(c.gfx); i++ {
if i%w == 0 {
// jump line
x = 0
y++
}
if c.gfx[i]^1 == 1 {
c.renderer.DrawPoint(int32(x), int32(y))
}
}
c.renderer.Present()
c.drawFlag = false
}
func (c *chip8) setKeys() {
@ -208,10 +425,10 @@ func main() {
flag.Parse()
// setupGraphics()
// setupInput()
var c chip8
c.setupGraphics()
c.setupInput()
c.initialize()
err := c.loadGame(*filepath)
if err != nil {

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