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chip8.py
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266 lines (229 loc) · 7.54 KB
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import pygame
import sys
import random
# Chip-8 Emulator Constants
MEMORY_SIZE = 4096
REGISTER_COUNT = 16
STACK_SIZE = 16
PROGRAM_START_ADDRESS = 0x200
FONTSET_START_ADDRESS = 0x50
DISPLAY_WIDTH = 64
DISPLAY_HEIGHT = 32
DISPLAY_SCALE = 10
REFRESH_RATE = 60
# Chip-8 Emulator Variables
memory = [0] * MEMORY_SIZE
registers = [0] * REGISTER_COUNT
I = 0
pc = PROGRAM_START_ADDRESS
opcode = 0
stack = [0] * STACK_SIZE
sp = 0
display = [[0] * DISPLAY_WIDTH for _ in range(DISPLAY_HEIGHT)]
keys = [0] * 16
delay_timer = 0
sound_timer = 0
# Chip-8 Fontset
fontset = [
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
]
def load_rom(rom_path):
rom_file = open(rom_path, "rb")
rom_data = rom_file.read()
rom_file.close()
for i, byte in enumerate(rom_data):
memory[PROGRAM_START_ADDRESS + i] = byte
def emulate_cycle():
global pc, opcode, sp, delay_timer, sound_timer
# Fetch opcode
opcode = memory[pc] << 8 | memory[pc + 1]
# Decode and execute opcode
# ...
# Update timers
if delay_timer > 0:
delay_timer -= 1
if sound_timer > 0:
if sound_timer == 1:
print("BEEP!") # Placeholder for sound playback
sound_timer -= 1
def main():
global pc, display, keys
if len(sys.argv) != 2:
print("Usage: chip8.py <rom_path>")
return
rom_path = sys.argv[1]
# Initialize Chip-8 emulator
pc = PROGRAM_START_ADDRESS
load_rom(rom_path)
memory[FONTSET_START_ADDRESS:FONTSET_START_ADDRESS + len(fontset)] = fontset
# Initialize pygame
pygame.init()
clock = pygame.time.Clock()
screen = pygame.display.set_mode((DISPLAY_WIDTH * DISPLAY_SCALE, DISPLAY_HEIGHT * DISPLAY_SCALE))
pygame.display.set_caption("Chip-8 Emulator")
# Emulation loop
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# Handle key press events
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_1:
keys[0x1] = 1
elif event.key == pygame.K_2:
keys[0x2] = 1
elif event.key == pygame.K_3:
keys[0x3] = 1
elif event.key == pygame.K_4:
keys[0xC] = 1
elif event.key == pygame.K_q:
keys[0x4] = 1
elif event.key == pygame.K_w:
keys[0x5] = 1
elif event.key == pygame.K_e:
keys[0x6] = 1
elif event.key == pygame.K_r:
keys[0xD] = 1
elif event.key == pygame.K_a:
keys[0x7] = 1
elif event.key == pygame.K_s:
keys[0x8] = 1
elif event.key == pygame.K_d:
keys[0x9] = 1
elif event.key == pygame.K_f:
keys[0xE] = 1
elif event.key == pygame.K_z:
keys[0xA] = 1
elif event.key == pygame.K_x:
keys[0x0] = 1
elif event.key == pygame.K_c:
keys[0xB] = 1
elif event.key == pygame.K_v:
keys[0xF] = 1
# Handle key release events
if event.type == pygame.KEYUP:
if event.key == pygame.K_1:
keys[0x1] = 0
elif event.key == pygame.K_2:
keys[0x2] = 0
elif event.key == pygame.K_3:
keys[0x3] = 0
elif event.key == pygame.K_4:
keys[0xC] = 0
elif event.key == pygame.K_q:
keys[0x4] = 0
elif event.key == pygame.K_w:
keys[0x5] = 0
elif event.key == pygame.K_e:
keys[0x6] = 0
elif event.key == pygame.K_r:
keys[0xD] = 0
elif event.key == pygame.K_a:
keys[0x7] = 0
elif event.key == pygame.K_s:
keys[0x8] = 0
elif event.key == pygame.K_d:
keys[0x9] = 0
elif event.key == pygame.K_f:
keys[0xE] = 0
elif event.key == pygame.K_z:
keys[0xA] = 0
elif event.key == pygame.K_x:
keys[0x0] = 0
elif event.key == pygame.K_c:
keys[0xB] = 0
elif event.key == pygame.K_v:
keys[0xF] = 0
# Emulate a cycle
emulate_cycle()
# Update the display
for y in range(DISPLAY_HEIGHT):
for x in range(DISPLAY_WIDTH):
pixel = display[y][x]
rect = pygame.Rect(x * DISPLAY_SCALE, y * DISPLAY_SCALE, DISPLAY_SCALE, DISPLAY_SCALE)
if pixel == 1:
pygame.draw.rect(screen, (255, 255, 255), rect)
else:
pygame.draw.rect(screen, (0, 0, 0), rect)
pygame.display.flip()
clock.tick(REFRESH_RATE)
if __name__ == "__main__":
main()
# ...
def emulate_cycle():
global pc, opcode, sp, delay_timer, sound_timer
opcode = (memory[pc] << 8) | memory[pc + 1]
# Decode and execute opcode
if opcode == 0x00E0:
# Clear the display
for y in range(DISPLAY_HEIGHT):
for x in range(DISPLAY_WIDTH):
display[y][x] = 0
pc += 2
elif opcode == 0x00EE:
# Return from subroutine
pc = stack[sp]
sp -= 1
pc += 2
elif opcode & 0xF000 == 0x1000:
# Jump to address NNN
address = opcode & 0x0FFF
pc = address
elif opcode & 0xF000 == 0x2000:
# Call subroutine at address NNN
address = opcode & 0x0FFF
sp += 1
stack[sp] = pc
pc = address
elif opcode & 0xF000 == 0x3000:
# Skip next instruction if VX == NN
vx = (opcode & 0x0F00) >> 8
nn = opcode & 0x00FF
if registers[vx] == nn:
pc += 4
else:
pc += 2
# Implement other opcodes...
# Update timers
if delay_timer > 0:
delay_timer -= 1
if sound_timer > 0:
if sound_timer == 1:
print("BEEP!") # Placeholder for sound playback
sound_timer -= 1
def main():
# ...
# Emulation loop
while True:
# ...
# Emulate a cycle
emulate_cycle()
# Update the display
# ...
pygame.display.flip()
clock.tick(REFRESH_RATE)
# Update the display
for y in range(DISPLAY_HEIGHT):
for x in range(DISPLAY_WIDTH):
pixel = display[y][x]
rect = pygame.Rect(x * DISPLAY_SCALE, y * DISPLAY_SCALE, DISPLAY_SCALE, DISPLAY_SCALE)
if pixel == 1:
pygame.draw.rect(screen, (255, 255, 255), rect)
else:
pygame.draw.rect(screen, (0, 0, 0), rect)