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@ -4,8 +4,14 @@ import ( |
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"flag" |
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"flag" |
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"fmt" |
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"fmt" |
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"io/ioutil" |
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"io/ioutil" |
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"math/rand" |
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"github.com/veandco/go-sdl2/sdl" |
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) |
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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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type chip8 struct { |
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opcode uint16 |
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opcode uint16 |
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memory [4096]byte |
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memory [4096]byte |
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@ -16,7 +22,7 @@ type chip8 struct { |
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index uint16 |
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index uint16 |
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pc uint16 |
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pc uint16 |
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gfx [64 * 32]byte |
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gfx [w * h]byte |
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delayTimer byte |
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delayTimer byte |
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soundTimer byte |
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soundTimer byte |
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@ -27,6 +33,9 @@ type chip8 struct { |
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key [16]byte |
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key [16]byte |
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drawFlag bool |
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drawFlag bool |
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// graphics
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renderer *sdl.Renderer |
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} |
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} |
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// Initialize registers and memory once
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// Initialize registers and memory once
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@ -40,6 +49,11 @@ func (c *chip8) initialize() { |
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func (c *chip8) emulateCycle() { |
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func (c *chip8) emulateCycle() { |
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// Fetch Opcode
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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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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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// Decode Opcode
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// https://en.wikipedia.org/wiki/CHIP-8#Opcode_table
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// https://en.wikipedia.org/wiki/CHIP-8#Opcode_table
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@ -47,34 +61,92 @@ func (c *chip8) emulateCycle() { |
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switch c.opcode & 0xF000 { |
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switch c.opcode & 0xF000 { |
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case 0x0000: |
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case 0x0000: |
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switch c.opcode & 0x000F { |
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switch c.opcode & 0x000F { |
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case 0x0000: // 0x00E0
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// clear screen
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// TODO
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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.pc += 2 |
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c.drawFlag = true |
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break |
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break |
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case 0x000E: // 0x00EE
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// TODO
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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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break |
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break |
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default: |
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default: |
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fmt.Printf("Unknown opcode [0x0000]: 0x%X\n", c.opcode) |
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fmt.Printf("Unknown opcode [0x0000]: 0x%X\n", c.opcode) |
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} |
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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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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.stack[c.sp] = c.pc |
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c.sp++ |
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c.sp++ |
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c.pc = c.opcode & 0x0FFF |
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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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fmt.Println(c.v[x], nn) |
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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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break |
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case 0x6000: |
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case 0x6000: |
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pos := (c.opcode & 0x0F00) >> 8 |
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c.v[pos] = byte(c.opcode) |
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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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c.pc += 2 |
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break |
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break |
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case 0x7000: |
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case 0x7000: |
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c.v[c.opcode&0x0F00>>8] += byte(c.opcode) |
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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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c.pc += 2 |
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break |
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break |
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case 0x8000: |
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case 0x8000: |
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switch c.opcode & 0x000F { |
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switch c.opcode & 0x000F { |
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case 0x0004: // 0x8XY4
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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[(c.opcode&0x00F0)>>4] > (0xFF - c.v[c.opcode&0x0F00]) { |
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if c.v[(c.opcode&0x00F0)>>4] > (0xFF - c.v[c.opcode&0x0F00]) { |
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c.v[0xF] = 1 |
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c.v[0xF] = 1 |
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} else { |
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} else { |
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@ -83,17 +155,80 @@ func (c *chip8) emulateCycle() { |
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c.v[(c.opcode&0x0F00)>>8] += c.v[(c.opcode&0x00F0)>>4] |
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c.v[(c.opcode&0x0F00)>>8] += c.v[(c.opcode&0x00F0)>>4] |
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c.pc += 2 |
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c.pc += 2 |
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break |
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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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default: |
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fmt.Printf("Unknown opcode [0x8000]: 0x%X\n", c.opcode) |
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fmt.Printf("Unknown opcode [0x8000]: 0x%X\n", c.opcode) |
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} |
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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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case 0xA000: |
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// set index to NNN position
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// ANNN set index to NNN position
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c.index = c.opcode & 0x0FFF |
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c.index = c.opcode & 0x0FFF |
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c.pc += 2 |
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c.pc += 2 |
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break |
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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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case 0xD000: |
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x := uint16(c.v[(c.opcode&0x0F00)>>8]) |
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y := uint16(c.v[(c.opcode&0x00F0)>>4]) |
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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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fmt.Printf("D: %X\n", c.opcode) |
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height := c.opcode & 0x000F |
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height := c.opcode & 0x000F |
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var pixel byte |
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var pixel byte |
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@ -102,35 +237,75 @@ func (c *chip8) emulateCycle() { |
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pixel = c.memory[c.index+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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for xline := uint16(0); xline < 8; xline++ { |
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if (pixel & (0x80 >> xline)) != 0 { |
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if (pixel & (0x80 >> xline)) != 0 { |
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if c.gfx[(x+xline+((y+yline)*64))] == 1 { |
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if c.gfx[(w*(uint16(y)+yline)+(uint16(x)+xline))] == 1 { |
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c.v[0xF] = 1 |
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c.v[0xF] = 1 |
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} |
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} |
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c.gfx[x+xline+((y+yline)*64)] ^= 1 |
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c.gfx[w*(uint16(y)+yline)+(uint16(x)+xline)] ^= 1 |
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} |
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} |
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} |
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} |
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} |
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} |
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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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// if c.gfx[(uint16(x)+xline+((uint16(y)+yline)*64))] == 1 {
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// c.v[0xF] = 1
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// }
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// c.gfx[uint16(x)+xline+((uint16(y)+yline)*64)] ^= 1
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// }
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// }
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//
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// }
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c.drawFlag = true |
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c.drawFlag = true |
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c.pc += 2 |
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c.pc += 2 |
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break |
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break |
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case 0xE000: |
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case 0xE000: |
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switch c.opcode & 0x00FF { |
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switch c.opcode & 0x00FF { |
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case 0x009E: |
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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[(c.opcode&0x0F00)>>8]] != 0 { |
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if c.key[c.v[(c.opcode&0x0F00)>>8]] != 0 { |
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c.pc += 4 |
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c.pc += 4 |
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} else { |
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} else { |
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c.pc += 2 |
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c.pc += 2 |
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} |
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} |
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break |
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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
|
|
|
|
|
|
// jump to skip a code block)
|
|
|
|
|
|
// TODO
|
|
|
|
|
|
c.pc += 2 |
|
|
} |
|
|
} |
|
|
break |
|
|
break |
|
|
case 0xF000: |
|
|
case 0xF000: |
|
|
x := (c.opcode & 0x0F00) >> 8 |
|
|
|
|
|
fmt.Printf("F: 0x%X\n", c.opcode) |
|
|
|
|
|
switch c.opcode & 0x00FF { |
|
|
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
|
|
|
// 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 |
|
|
c.pc += 2 |
|
|
break |
|
|
break |
|
|
case 0x0033: |
|
|
case 0x0033: |
|
@ -139,8 +314,21 @@ func (c *chip8) emulateCycle() { |
|
|
c.memory[c.index+2] = (c.v[x] / 100) % 10 |
|
|
c.memory[c.index+2] = (c.v[x] / 100) % 10 |
|
|
c.pc += 2 |
|
|
c.pc += 2 |
|
|
break |
|
|
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: |
|
|
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.v[i] = c.memory[c.index+i] |
|
|
} |
|
|
} |
|
|
c.pc += 2 |
|
|
c.pc += 2 |
|
@ -195,8 +383,37 @@ var fontSet = [80]byte{ |
|
|
0xF0, 0x80, 0xF0, 0x80, 0x80, // F
|
|
|
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() { |
|
|
func (c *chip8) setKeys() { |
|
@ -208,10 +425,10 @@ func main() { |
|
|
|
|
|
|
|
|
flag.Parse() |
|
|
flag.Parse() |
|
|
|
|
|
|
|
|
// setupGraphics()
|
|
|
|
|
|
// setupInput()
|
|
|
|
|
|
|
|
|
|
|
|
var c chip8 |
|
|
var c chip8 |
|
|
|
|
|
c.setupGraphics() |
|
|
|
|
|
c.setupInput() |
|
|
|
|
|
|
|
|
c.initialize() |
|
|
c.initialize() |
|
|
err := c.loadGame(*filepath) |
|
|
err := c.loadGame(*filepath) |
|
|
if err != nil { |
|
|
if err != nil { |
|
|