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chip8pong

🕹️ Chip-8 Emulator

This is my crack at creating a basic Chip-8 emulator as a learning exercise before moving onto more complicated systems. Its a great learning system since it only has 34 instructions and a simple memory layout. A few notes about my project:

  • All 34 instructions are here +1 from the extended set.
  • I ignored the bulk of the extended instruction set.
  • I left out the sound beep on purpose.
  • DRAW function is flickery and could use some improvement

Specifications

  • Memory: CHIP-8 has direct access to up to 4 kilobytes of RAM
  • Display: 64 x 32 pixels (or 128 x 64 for SUPER-CHIP) monochrome, ie. black or white
  • A program counter, often called just “PC”, which points at the current instruction in memory
  • One 16-bit index register called “I” which is used to point at locations in memory
  • A stack for 16-bit addresses, which is used to call subroutines/functions and return from them
  • An 8-bit delay timer which is decremented at a rate of 60 Hz (60 times per second) until it reaches 0
  • An 8-bit sound timer which functions like the delay timer, but which also gives off a beeping sound as long as it’s not 0
  • 16 8-bit (one byte) general-purpose variable registers numbered 0 through F hexadecimal, ie. 0 through 15 in decimal, called V0 through VF
  • VF is also used as a flag register; many instructions will set it to either 1 or 0 based on some rule, for example using it as a carry flag

Memory

The memory should be 4 kB (4 kilobytes, ie. 4096 bytes) large. CHIP-8’s index register and program counter can only address 12 bits (conveniently), which is 4096 addresses.

All the memory is RAM and should be considered to be writable. CHIP-8 games can, and do, modify themselves.

The first CHIP-8 interpreter (on the COSMAC VIP computer) was also located in RAM, from address 000 to 1FF. It would expect a CHIP-8 program to be loaded into memory after it, starting at address 200 (512 in decimal)

Memory Map

+---------------+= 0xFFF (4095) End of Chip-8 RAM
|               |
|               |
|               |
|               |
|               |
| 0x200 to 0xFFF|
|     Chip-8    |
| Program / Data|
|     Space     |
|               |
|               |
|               |
+- - - - - - - -+= 0x600 (1536) ETI 660 Chip-8 programs
|               |
|               |
|               |
+---------------+= 0x200 (512) Chip-8 programs
| 0x000 to 0x1FF|
| Reserved for  |
|  interpreter  |
+---------------+= 0x000 (0) Start of Chip-8 RAM

Font

The CHIP-8 emulator should have a built-in font, with sprite data representing the hexadecimal numbers from 0 through F. Each font character should be 4 pixels wide by 5 pixels tall. These font sprites are drawn just like regular sprites (see below).

0xF0, 0x90, 0x90, 0x90, 0xF0, // 0
0x20, 0x60, 0x20, 0x20, 0x70, // 1
0xF0, 0x10, 0xF0, 0x80, 0xF0, // 2
0xF0, 0x10, 0xF0, 0x10, 0xF0, // 3
0x90, 0x90, 0xF0, 0x10, 0x10, // 4
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

Display

The display is 64 pixels wide and 32 pixels tall. Each pixel can be on or off. In other words, each pixel is a boolean value, or a bit.

Original interpreters updated the display at 60 Hz (60 FPS)

(0,0)	(63,0)
(0,31)	(63,31)

Sprites

The drawing instruction DXYN in short, it is used to draw a “sprite” on the screen. Each sprite consists of 8-bit bytes, where each bit corresponds to a horizontal pixel; sprites are between 1 and 15 bytes tall. They’re drawn to the screen by treating all 0 bits as transparent, and all the 1 bits will “flip” the pixels in the locations of the screen that it’s drawn to. (You might recognize this as logical XOR.)

Stack

CHIP-8 has a stack (a common “last in, first out” data structure where you can either “push” data to it or “pop” the last piece of data you pushed). You can represent it however you’d like; a stack if your programming language has it, or an array. CHIP-8 uses it to call and return from subroutines (“functions”) and nothing else, so you will be saving addresses there; 16-bit (or really only 12-bit) numbers.

Timers

There are two separate timer registers: The delay timer and the sound timer. They both work the same way; they’re one byte in size, and as long as their value is above 0, they should be decremented by one 60 times per second (ie. at 60 Hz). This is independent of the speed of the fetch/decode/execute loop below.

The sound timer is special in that it should make the computer “beep” as long as it’s above 0.

Keypad

The earliest computers that CHIP-8 were used with had hexadecimal keypads. These had 16 keys, labelled 0 through F, and were arranged in a 4x4 grid.

1 	2 	3 	C
4 	5 	6 	D
7 	8 	9 	E
A 	0 	B 	F

For CHIP-8 emulators that run on modern PCs, it’s customary to use the left side of the QWERTY keyboard for this:

1 	2 	3 	4
Q 	W 	E 	R
A 	S 	D 	F
Z 	X 	C 	V

Basic Instructions

00E0 - CLS
00EE - RET
0nnn - SYS addr
1nnn - JP addr
2nnn - CALL addr
3xkk - SE Vx, byte
4xkk - SNE Vx, byte
5xy0 - SE Vx, Vy
6xkk - LD Vx, byte
7xkk - ADD Vx, byte
8xy0 - LD Vx, Vy
8xy1 - OR Vx, Vy
8xy2 - AND Vx, Vy
8xy3 - XOR Vx, Vy
8xy4 - ADD Vx, Vy
8xy5 - SUB Vx, Vy
8xy6 - SHR Vx {, Vy}
8xy7 - SUBN Vx, Vy
8xyE - SHL Vx {, Vy}
9xy0 - SNE Vx, Vy
Annn - LD I, addr
Bnnn - JP V0, addr
Cxkk - RND Vx, byte
Dxyn - DRW Vx, Vy, nibble
Ex9E - SKP Vx
ExA1 - SKNP Vx
Fx07 - LD Vx, DT
Fx0A - LD Vx, K
Fx15 - LD DT, Vx
Fx18 - LD ST, Vx
Fx1E - ADD I, Vx
Fx29 - LD F, Vx
Fx33 - LD B, Vx
Fx55 - LD [I], Vx
Fx65 - LD Vx, [I]

References

📮 Contact & Support

Created by Wyatt Ferguson

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