How To Write An Emulator (CHIP-8 Interpreter)

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How to write an emulator (CHIP-8 interpreter)


This guide is intended to give a brief introduction to the world of emulation and will also teach you how to write one
yourself from scratch.

Personally I have been excited about emulators since the late 90’s. As I didn’t own a console back in the days (only had
a C64), I was pleasantly surprised when I learned that you could use an emulator to run console games on the PC. I still
remember playing Super Mario 3 on the PC using a SNES/Super Famicom emulator Snes9x and a few years later
completing Metal Gear Solid using Bleem! (PSX emulator).

These days however I’m more focussed on providing support to emulator projects of recent consoles such as: PCSX2
(Sony Playstation 2), Dolphin-emu (Nintendo Gamecube and Wii) and nullDC (Sega Dreamcast).

While this guide expects you to have some basic knowledge of computer systems and assumes you know a program
language, it should also be an interesting read for people who are interested in emulation in general.

#define emulator

I think it’s important to first understand what an emulator is and isn’t.

An emulator is a computer program that mimics the internal design and functionality of a computer system (System A).
It allows users to run software designed for this specific system (Sytem A) on a totally different computer system or
architecture (System B).

Often people confuse a simulator with an emulator and vice versa. Just remember that these words aren’t synonyms.

Let’s take a look at the following example:


Pong is a 2D tennis game which was developed by Atari and ran on their own hardware. However, the game wasn’t just
available on Atari systems, but also on rival platforms such as Amstrad, Amiga and the C64.

Since not every Pong game was licensed by Atari to run on these platforms, it also meant that not  every game was
running the code from Atari. Basically what happened is that people created their own implementation (clones) of the
game Pong. In this case they simulated the looks and game behavior of Pong.

In case of an emulator, we choose not to re-implement the game Pong for our native system. Instead, we re-create the
environment with a computer program which allows us to run the original machine code of Pong. A benefit of this is
that it won’t just allow us to run Pong, but also any other application developed for that platform.
What is a CHIP-8?

The Chip 8 actually never was a real system, but more like a virtual machine (VM) developed in the 70’s by Joseph
Weisbecker. Games written in the Chip 8 language could easily run on systems that had a Chip 8 interpreter.

Why start with a CHIP-8 emulator?

Writing a Chip 8 emulator is probably the easiest emulation project you can undertake. Due to small number of
opcodes (35 in total for Chip 8 ) and the fact that a lot of instructions are used in more advanced CPUs, a project like
this is educational (get a better understanding of how the CPU works and how machine code is executed), manageable
(small number of opcodes to implement) and not too time consuming (project can be finished in a few days).

Before you start…

Pick a programming language you’re familiar with (C/C++ or Java are common).
The examples below will use C/C++
Don’t use this project as a way to learn how to program.
(If bitwise operations confuse you, study them first)
You will probably need to use 3rd party libraries to handle audio / video output and user input (GLUT /
SDL / DirectX)
OK GO!

CPU Specifications
When you start writing an emulator, it is important that you find as much information as possible about the system you
want to emulate. Try to find out how much memory and registers are used in the system, what architecture it is using
and see if you can get hold of technical documents that describe the instruction set.

In the case of the Chip 8, I would recommend taking a look at the Chip 8 description on Wikipedia.

I’ll give you a brief overview of the Chip 8 system and some hints on how to implement the essential parts:

The Chip 8 has 35 opcodes which are all two bytes long. To store the current opcode, we need a data
type that allows us to store two bytes. An unsigned short has the length of two bytes and therefor fits
our needs:
unsigned short opcode;

The Chip 8 has 4K memory in total, which we can emulated as:


unsigned char memory[4096];

CPU registers: The Chip 8 has 15 8-bit general purpose registers named V0,V1 up to VE. The 16th
register is used  for the ‘carry flag’. Eight bits is one byte so we can use an unsigned char for this
purpose:
unsigned char V[16];

There is an Index register I and a program counter (pc) which can have a value from 0x000 to 0xFFF
unsigned short I;

unsigned short pc;

The systems memory map:


0x000-0x1FF - Chip 8 interpreter (contains font set in emu)

0x050-0x0A0 - Used for the built in 4x5 pixel font set (0-F)

0x200-0xFFF - Program ROM and work RAM

The graphics system: The chip 8 has one instruction that draws sprite to the screen. Drawing is done in
XOR mode and if a pixel is turned off as a result of drawing, the VF register is set. This is used for
collision detection.
The graphics of the Chip 8 are black and white and the screen has a total of 2048 pixels (64 x 32). This
can easily be implemented using an array that hold the pixel state (1 or 0):
unsigned char gfx[64 * 32];

Interupts and hardware registers. The Chip 8 has none, but there are two timer registers that count at 60
Hz. When set above zero they will count down to zero.
unsigned char delay_timer;

unsigned char sound_timer;

The system’s buzzer sounds whenever the sound timer reaches zero.

It is important to know that the Chip 8 instruction set has opcodes that allow the program to jump to a certain address
or call a subroutine. While the specification don’t mention a stack, you will need to implement one as part of the
interpreter yourself. The stack is used to remember the current location before a jump is performed. So anytime you
perform a jump or call a subroutine, store the program counter in the stack before proceeding. The system has 16
levels of stack and in order to remember which level of the stack is used, you need to implement a stack pointer (sp).

unsigned short stack[16];

unsigned short sp;

Finally, the Chip 8 has a HEX based keypad ( 0x0-0xF ), you can use an array to store the current state of the key.
unsigned char key[16];

Game Loop

To give you an idea on how to design your emulator, I made a small example of a layout. It does not teach you how to
use GLUT or SDL to handle graphics and input but merely shows you how the flow of your emulator should be.

1 #include

2 #include // OpenGL graphics and input

3 #include "chip8.h" // Your cpu core implementation

4  

5 chip8 myChip8;

6  

7 int main(int argc, char **argv)

8 {

9 // Set up render system and register input callbacks

10 setupGraphics();

11 setupInput();

12  

13 // Initialize the Chip8 system and load the game into the memory

14 myChip8.initialize();

15 myChip8.loadGame("pong");

16  

17 // Emulation loop

18 for(;;)

19 {

20 // Emulate one cycle

21 myChip8.emulateCycle();

22  

23 // If the draw flag is set, update the screen

24 if(myChip8.drawFlag)

25 drawGraphics();

26  

27 // Store key press state (Press and Release)

28 myChip8.setKeys();

29 }

30  

31 return 0;

32 }

Line 3-5: In this example we assume you will create a separate class to handle the opcodes.
Line 10-11: Setup the graphics (window size, display mode, etc) and input system (bind callbacks)
Line 14: Clear the memory, registers and screen
Line 15: Copy the program into the memory
Line 21: Emulate one cycle of the system
Line 24: Because the system does not draw every cycle, we should set a draw flag when we need to
update our screen. Only two opcodes should set this flag:
0x00E0 – Clears the screen
0xDXYN – Draws a sprite on the screen

Line 28: If we press or release a key, we should store this state in the part that emulates the keypad

Emulation cycle

Next we will look into the emulation cycle.

void chip8::initialize()

// Initialize registers and memory once

void chip8::emulateCycle()

// Fetch Opcode

// Decode Opcode

// Execute Opcode

// Update timers

Every cycle, the method emulateCycle is called which emulates one cycle of the Chip 8 CPU. During this cycle, the
emulator will Fetch, Decode and Execute one opcode.

Fetch opcode
During this step, the system will fetch one opcode from the memory at the location specified by the program counter
(pc). In our Chip 8 emulator, data is stored in an array in which each address contains one byte. As one opcode is 2
bytes long, we will need to fetch two successive bytes and merge them to get the actual opcode.

To demonstrate how this works we will be using opcode 0xA2F0 .

// Assume the following:

memory[pc] == 0xA2

memory[pc + 1] == 0xF0

In order to merge both bytes and store them in an unsigned short (2 bytes datatype) we will use the bitwise OR
operation:

opcode = memory[pc] << 8 | memory[pc + 1];

So what did actually happen?


First we shifted 0xA2 left 8 bits, which adds 8 zeros.

0xA2 0xA2 << 8 = 0xA200 HEX

10100010 1010001000000000 BIN

Next we use the bitwise OR operation to merge them:

1010001000000000 | // 0xA200

11110000 = // 0xF0 (0x00F0)


------------------

1010001011110000 // 0xA2F0

Decode opcode
As we have stored our current opcode, we need to decode the opcode and check the opcode table to see what it
means. We will continue with the same opcode:

0xA2F0 // Assembly: mvi 2F0h

If we take a look at the opcode table, it tells us the following:

ANNN: Sets I to the address NNN

We will need to set index register I to the value of NNN (0x2F0).


Execute opcode
Now that we know what to do with the opcode, we can execute the opcode in our emulator. For our example
instruction 0xA2F0 it means that we need to store the value 0x2F0 into index register I. As only 12 bits are
containing the value we need to store, we use a bitwise AND operator (&) to get rid of the first four bits (nibble):

1010001011110000 & // 0xA2F0 (opcode)

0000111111111111 = // 0x0FFF

------------------

0000001011110000 // 0x02F0 (0x2F0)

Resulting code:

I = opcode & 0x0FFF;

pc += 2;

Because every instruction is 2 bytes long, we need to increment the program counter by two after every executed
opcode. This is true unless you jump to a certain address in the memory or if you call a subroutine (in which case you
need to store the program counter in the stack). If the next opcode should be skipped, increase the program counter by
four.

Timers
Besides executing opcodes, the Chip 8 also has two timers you will need to implement. As mentioned above, both
timers (delay timer and sound timer) count down to zero if they have been set to a value larger than zero. Since these
timers count down at 60 Hz, you might want to implement something that slows down your emulation cycle (Execute
60 opcodes in one second).

Getting started

Now that you know the basics of emulation and how the system works, it is time to put all pieces together and start
coding the emulator.

Initialize system
Before running the first emulation cycle, you will need to prepare your system state. Start clearing the memory and
resetting the registers to zero. While the Chip 8 doesn’t really have a BIOS or firmware, it does have a basic fontset
stored in the memory. This fontset should be loaded in memory location 0x50 == 80 and onwards. More details
about how the fontset works can be found at the end of this guide.
Another important thing to remember is that the system expects the application to be loaded at memory location
0x200 . This means that your program counter should also be set to this location.

void chip8::initialize()

pc = 0x200; // Program counter starts at 0x200

opcode = 0; // Reset current opcode

I = 0; // Reset index register

sp = 0; // Reset stack pointer

// Clear display

// Clear stack

// Clear registers V0-VF

// Clear memory

// Load fontset

for(int i = 0; i < 80; ++i)

memory[i] = chip8_fontset[i];

// Reset timers

}
Loading the program into the memory
After you have initialized the emulator, load the program into the memory (use fopen in binary mode) and start filling the
memory at location: 0x200 == 512 .

for(int i = 0; i < bufferSize; ++i)

memory[i + 512] = buffer[i];

Start the emulation


Our system is now ready to execute its first opcode. As mentioned above, we should fetch, decode and execute the
opcode. In this example we start by reading the first 4 bits of the current opcode to find out what the opcode is and
what the emulator needs to do:

void chip8::emulateCycle()

// Fetch opcode

opcode = memory[pc] << 8 | memory[pc + 1];

// Decode opcode

switch(opcode & 0xF000)

// Some opcodes //

case 0xA000: // ANNN: Sets I to the address NNN

// Execute opcode

I = opcode & 0x0FFF;

pc += 2;

break;

// More opcodes //

default:

printf ("Unknown opcode: 0x%X\n", opcode);

// Update timers

if(delay_timer > 0)

--delay_timer;

if(sound_timer > 0)

if(sound_timer == 1)

printf("BEEP!\n");

--sound_timer;

In some cases we can not rely solely on the first four bits to see what the opcode means. For example, 0x00E0 and
0x00EE both start with 0x0 . In this case we add an additional switch and compare the last four bits:

// Decode opcode

switch(opcode & 0xF000)

case 0x0000:

switch(opcode & 0x000F)

case 0x0000: // 0x00E0: Clears the screen

// Execute opcode

break;

case 0x000E: // 0x00EE: Returns from subroutine

// Execute opcode

break;

default:

printf ("Unknown opcode [0x0000]: 0x%X\n", opcode);

break;

// more opcodes //

Opcode examples

Lets take a look at some more opcodes that might look daunting at first.

Example 1: Opcode 0x2NNN


This opcode calls the subroutine at address NNN. Because we will need to temporary jump to address NNN, it means
that we should store the current address of the program counter in the stack. After storing the value of the program
counter in the stack, increase the stack pointer to prevent overwriting the current stack. Now that we have stored the
program counter, we can set it to the address NNN. Remember, because we’re calling a subroutine at a specific
address, you should not increase the program counter by two.

case 0x2000:

stack[sp] = pc;

++sp;

pc = opcode & 0x0FFF;

break;

Example 2: Opcode 0x8XY4


This opcode adds the value of VY to VX. Register VF is set to 1 when there is a carry and set to 0 when there isn’t.
Because the register can only store values from 0 to 255 (8 bit value), it means that if the sum of VX and VY is larger
than 255, it can’t be stored in the register (or actually it starts counting from 0 again). If the sum of VX and VY is larger
than 255, we use the carry flag to let the system know that the total sum of both values was indeed larger than 255.
Don’t forget to increment the program counter by two after executing the opcode.

case 0x0004:

if(V[(opcode & 0x00F0) >> 4] > (0xFF - V[(opcode & 0x0F00) >> 8]))

V[0xF] = 1; //carry

else

V[0xF] = 0;

V[(opcode & 0x0F00) >> 8] += V[(opcode & 0x00F0) >> 4];

pc += 2;

break;

Example 3: Opcode 0xFX33


Stores the Binary-coded decimal representation of VX at the addresses I, I plus 1, and I plus 2

I have to confess that I couldn’t to figure out how to implement this opcode, so I used TJA’s solution.

case 0x0033:

memory[I] = V[(opcode & 0x0F00) >> 8] / 100;

memory[I + 1] = (V[(opcode & 0x0F00) >> 8] / 10) % 10;

memory[I + 2] = (V[(opcode & 0x0F00) >> 8] % 100) % 10;

pc += 2;

break;

Handling graphics and input


Drawing pixels
The opcode responsible for drawing to our display is 0xDXYN . The Wikipedia description tells us the following:

Draws a sprite at coordinate (VX, VY) that has a width of 8 pixels and a height of N 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.

As the description of the opcode is telling us, the Chip 8 actually draws on the screen by drawing sprites. It will give us
the location of where the sprite needs to be drawn (the opcode tells us which V register we need to check to fetch the
X and Y coordinates) and the number of rows (N). The width of each sprite is fixed (8 bits / 1 byte). The state of each
pixel is set by using a bitwise XOR operation. This means that it will compare the current pixel state with the current
value in the memory. If the current value is different from the value in the memory, the bit value will be 1. If both values
match, the bit value will be 0.

01000101 ^

11110011 =

----------
10110110

Lets assume it the opcode was 0xD003 . This means it wants to draw a sprite at location 0,0 which is 3 rows high. At
memory location I, the following values were set:

memory[I] = 0x3C;

memory[I + 1] = 0xC3;

memory[I + 2] = 0xFF;

How do these 3 bytes represent a sprite? Take a look at the binary values of each byte:

HEX BIN Sprite

0x3C 00111100 ****

0xC3 11000011 ** **

0xFF 11111111 ********

You should use the binary representation to fill your array ( gfx[] ). However, before setting the value in gfx[] using
the XOR operator, you will also need to check if any of the pixels changed from 1 to 0. If this is the case, you should set
the VF register to 1 (This is basically a test for collision detection).

Example of the implementation of opcode 0xDXYN

1 case 0xD000:

2 {

3 unsigned short x = V[(opcode & 0x0F00) >> 8];

4 unsigned short y = V[(opcode & 0x00F0) >> 4];

5 unsigned short height = opcode & 0x000F;

6 unsigned short pixel;

7  

8 V[0xF] = 0;

9 for (int yline = 0; yline < height; yline++)

10 {

11 pixel = memory[I + yline];

12 for(int xline = 0; xline < 8; xline++)

13 {

14 if((pixel & (0x80 >> xline)) != 0)

15 {

16 if(gfx[(x + xline + ((y + yline) * 64))] == 1)

17 V[0xF] = 1;

18 gfx[x + xline + ((y + yline) * 64)] ^= 1;

19 }

20 }

21 }

22  

23 drawFlag = true;

24 pc += 2;

25 }

26 break;

Line 3-4: Fetch the position and height of the sprite


Line 5: Pixel value
Line 8: Reset register VF
Line 9: Loop over each row
Line 11: Fetch the pixel value from the memory starting at location I
Line 12: Loop over 8 bits of one row
Line 14: Check if the current evaluated pixel is set to 1 (note that 0x80 >> xline scan through the
byte, one bit at the time)
Line 16-17: Check if the pixel on the display is set to 1. If it is set, we need to register the collision by
setting the VF register
Line 18: Set the pixel value by using XOR
Line 23: We changed our gfx[] array and thus need to update the screen.
Line 24: Update the program counter to move to the next opcode

Input
The Chip 8 system uses a simple HEX keypad that allows users to interact with the system. For our emulator this
means we need to implement a method that will set the state of each key in the variable that handles the key states.
Every cycle you should check the key input state and store it in key[] .

It actually doesn’t matter what value you store, because opcode 0xEX9E and 0xEXA1 only check if a certain key is
pressed or isn’t pressed. Opcode 0xFX0A only waits for a key press, and when it receives one, it stores the key name
in the register and not the key state.

case 0xE000:

switch(opcode & 0x00FF)

// EX9E: Skips the next instruction

// if the key stored in VX is pressed

case 0x009E:

if(key[V[(opcode & 0x0F00) >> 8]] != 0)

pc += 4;

else
pc += 2;

break;

Below you’ll find an example of the original keypad layout. It does not really matter how you implement the key
mapping, but I suggest something as on the right side.

Keypad Keyboard

+-+-+-+-+ +-+-+-+-+

|1|2|3|C| |1|2|3|4|

+-+-+-+-+ +-+-+-+-+

|4|5|6|D| |Q|W|E|R|

+-+-+-+-+ => +-+-+-+-+

|7|8|9|E| |A|S|D|F|

+-+-+-+-+ +-+-+-+-+

|A|0|B|F| |Z|X|C|V|

+-+-+-+-+ +-+-+-+-+
CHIP-8 fontset

This is the Chip 8 font set. Each number or character is 4 pixels wide and 5 pixel high.

unsigned char chip8_fontset[80] =

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

};

It might look just like an array of random numbers, but take a close look at the following:

DEC HEX BIN RESULT DEC HEX BIN RESULT

240 0xF0 1111 0000 **** 240 0xF0 1111 0000 ****

144 0x90 1001 0000 * * 16 0x10 0001 0000 *

144 0x90 1001 0000 * * 32 0x20 0010 0000 *

144 0x90 1001 0000 * * 64 0x40 0100 0000 *

240 0xF0 1111 0000 **** 64 0x40 0100 0000 *

Look at the left example were we are drawing the number 0. As you can see it see it consists out of 5 values. Of every
value, we use the binary representation to draw. Note that only the first four bits (nibble) are used for drawing a number
or character.

Conclusion

Hopefully this guide provided you enough information to get you started with your own emulator project. At least you
should now have a basic understanding of how emulation works and perhaps a better understanding of how a CPU
executes opcodes.

I have included my own implementation of a Chip 8 interpreter below which you can use as a reference. The zip file
contains a binary for Windows but also includes the full source code of the emulator. Because the full source code is
supplied, I recommend only looking at chip8.cpp file as a last resort to see how I implemented a particular opcode.
The file chip8.h and main.cpp should be safe to view without spoiling too much. Actually, main.cpp mostly
contains GLUT code which you can reuse in other (non-emulator related) projects as well.
myChip8 (32024 downloads)
– Latest (Windows binary + Source code)
Early version of myChip8 from 2003 (contains a nice debugger)
An Android port I did in 2008

Let me know if you find this guide useful! If you have questions or think that essential parts are missing, please use the
comment section !

Credits
Special thanks to the following persons (many only known by their pseudonym) who have helped me greatly with my
own emulation projects in the past and present.

ector & F|RES (Dolphin-emu team)


Saqib, zenogais, Absolute0, Shadow, gigaherz, Florin, Goldfinger (PCSX2 team)
drk||Raziel & ZeZu (nullDC team)
Hacktarux (Mupen64)
Muad (nSX2)
pSXAuthor (pSX)
Shadowprince, Linker, Aprentice, SculleatR, ShizZy, Dave2001

Suggestions

After you have completed your first Chip 8 emulator, you might want to try one of the following things:

Add Super CHIP-8 Opcodes


Use function pointers instead of a giant switch statement
Improve graphics by adding filters (Hqx)
Port it to other platforms (Mobile?) or languages
Move on to a more complex project for example emulating a Gameboy (Z80 processor)

Resources
http://en.wikipedia.org/wiki/CHIP-8 – System information
Cowgod’s Chip-8 Technical Reference v1.0 – Recommended
Chip8 tutorial – Goldroad.co.uk (mirror)
(S)Chip 8 instruction set – Goldroad.co.uk (mirror)
David Winter’s CHIP-8 emulation page – Contains some games
(S)CHIP-8 instruction set overview – (Erik Bryntse)
Chip8 emulator topic on Emutalk
Chip8 emulator topic on NGemu

Advanced emulator resources

Zilmar’s Emubook
Emubook CPU emulation chapter
Emubook memory emulation chapter

Zenogais Emulation Tutorials – (Offline, but available through Archive.org)


Zenogais’ Emulation Tutorials – (mirror)
Dynamic Recompiler – (mirror)
Array of Function Pointers – (mirror)
Introduction to Emulation Part 1 – (mirror)
Introduction to Emulation Part 2 – (mirror)
Laying the Ground For An Emulator – (mirror)

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84 Comment
Martin Ennemoser
Are you sure that you display opcode is correctly implemented?

Take for example the rom from here (but I think it can be reproduced with you provided rom
‘pong2.c8’ as well):
https://github.com/badlogic/chip8/blob/master/roms/pong.rom

A valid opcode is ‘DAB6’. Lets assume V[B] = 0x1e (decimal 30)

This actually overflows you gfx buffer since it starts at y = 30 until y = 35. But as you know your
screen just has 32 rows. I think it doesn’t crash because its a C++ program and that the memory
after gfx is still unused. However, take the C# implementation from Patrick and you will see that
Pong will crash as soon as you press 2 on the keyboard and the left “Pong-Bar” reaches the top of
the screen.
But you can also notice it visually in your implementation because the “Pong-Bars” do not break
correctly when they are overflowing the screen.

To fix this, write the inner loop as:

for (byte xline = 0; xline > xline)) != 0) // if sprite pixel is set


{
byte posX = (byte) ((x + xline) % WIDTH);
byte posY = (byte)((y + yline) % HEIGHT);

ushort posPixel = (ushort) (posX + ((posY) * 64));

if (gfx[posPixel] == 1)
V[0xF] = 1; // set vf register
gfx[posPixel] ^= 1;
}
}

28 FEB 2018 | REPLY

Landon
Hello, I’d like some clarification on a section.

” Before running the first emulation cycle, you will need to prepare your system state. Start clearing
the memory and resetting the registers to zero. While the Chip 8 doesn’t really have a BIOS or
firmware, it does have a basic fontset stored in the memory. This fontset should be loaded in
memory location 0x50 == 80 and onwards. More details about how the fontset works can be found
at the end of this guide.
Another important thing to remember is that the system expects the application to be loaded at
memory location 0x200. This means that your program counter should also be set to this location.”

In the example you give for loading the fontset, you don’t offset memory[] by 80. However, in the
example for loading the game, you do. What’s with that?

24 JUN 2018 | REPLY

CDF
Sprites should wrap around, so:
gfx[x + xline + ((y + yline) * 64)] ^= 1;
doesn’t work if the sprite position > 64*32 – 8
part of the sprite would be outside of the array changing data from other variables (the stack in my
case)

gfx[(x + xline + ((y + yline) * 64)) % (64 * 32)] ^= 1;


Works

15 NOV 2018 | REPLY

Prox
Question, the article says to decode the first 4 bits of the OPCode but only uses the last 4 bits of it.
why are the terms switched?

0xF0 means the last 4 bits are 1111 as it represents (end> 11110000 00001111 <start),.

01 FEB 2019 | REPLY

New top story on Hacker News: How to write an emulator (CHIP-8 interpreter) – Tech + Hckr News
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New top story on Hacker News: How to write an emulator (CHIP-8 interpreter) – ÇlusterAssets Inc.,
Porting a CHIP-8 emulator to Rust – NTCore
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