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chip8.js
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chip8.js
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var Chip8 = function () {
this.displayWidth = 64;
this.displayHeight = 32;
this.display = new Array(this.displayWidth * this.displayHeight);
this.step = null;
this.running = null;
this.renderer = null;
var memory = new ArrayBuffer(0x1000);
this.memory = new Uint8Array(memory);
this.v = new Array(16);
this.i = null;
this.stack = new Array(16);
this.sp = null;
this.delayTimer = null;
this.soundTimer = null;
this.keys = {};
this.reset();
};
Chip8.prototype = {
loadProgram: function (program) {
// Load program into memory
for (i = 0; i < program.length; i++) {
this.memory[i + 0x200] = program[i];
}
},
setKey: function(key) {
this.keys[key] = true;
},
unsetKey: function(key) {
delete this.keys[key];
},
setKeyState: function(key, depressed) {
this[["unset", "set"][+depressed] + "Key"](key);
},
setRenderer: function (renderer) {
this.renderer = renderer;
},
getDisplayWidth: function () {
return this.displayWidth;
},
getDisplayHeight: function () {
return this.displayHeight;
},
setPixel: function(x, y) {
var location,
width = this.getDisplayWidth(),
height = this.getDisplayHeight();
// If the pixel exceeds the dimensions,
// wrap it back around.
if (x > width) {
x -= width;
} else if (x < 0) {
x += width;
}
if (y > height) {
y -= height;
} else if (y < 0) {
y += height;
}
location = x + (y * width);
this.display[location] ^= 1;
return !this.display[location];
},
reset: function () {
var i;
// Reset memory.
for (i = 0; i < this.memory.length; i++) {
this.memory[i] = 0;
}
var hexChars = [
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
];
for (i = 0; i < hexChars.length; i++) {
this.memory[i] = hexChars[i];
}
// Reset registers.
for (i = 0; i < this.v.length; i++) {
this.v[i] = 0;
}
// Reset display.
for (i = 0; i < this.display.length; i++) {
this.display[i] = 0;
}
// Reset stack pointer, I
this.sp = 0;
this.i = 0;
// The program counter starts at 0x200, as
// that is the start location of the program.
this.pc = 0x200;
this.delayTimer = 0;
this.soundTimer = 0;
this.step = 0;
this.running = false;
},
start: function () {
var i;
if (!this.renderer) {
throw new Error("You must specify a renderer.");
}
this.running = true;
var self = this;
requestAnimFrame(function me() {
for (var i = 0; i < 10; i++) {
if (self.running) {
self.emulateCycle();
}
}
if (self.drawFlag) {
self.renderer.render(self.display);
self.drawFlag = false;
}
if ( ! (self.step++ % 2)) {
self.handleTimers();
}
requestAnimFrame(me);
});
},
stop: function () {
this.running = false;
},
handleTimers: function() {
if (this.delayTimer > 0) {
this.delayTimer--;
}
if (this.soundTimer > 0) {
if (this.soundTimer == 1) {
this.renderer.beep();
}
this.soundTimer--;
}
},
emulateCycle: function () {
var opcode = this.memory[this.pc] << 8 | this.memory[this.pc + 1];
var x = (opcode & 0x0F00) >> 8;
var y = (opcode & 0x00F0) >> 4;
this.pc += 2;
// Check first nibble to determine opcode.
switch (opcode & 0xf000) {
case 0x0000:
switch (opcode) {
// CLS
// OOE0
// CLear the display.
case 0x00E0:
this.renderer.clear();
for (var i = 0; i < this.display.length; i++) {
this.display[i] = 0;
}
break;
// RET
// 00EE
// Return from subroutine.
case 0x00EE:
this.pc = this.stack[--this.sp];
break;
}
break;
// JP addr
// 1nnnn
// Jump to location nnn
case 0x1000:
this.pc = opcode & 0xFFF;
break;
// CALL addr
// 2nnnn
// Call subroutine at nnnn.
case 0x2000:
this.stack[this.sp] = this.pc;
this.sp++;
this.pc = opcode & 0x0FFF;
break;
// SE Vx, byte
// 2xkk
// Skip next instruction if vX equals kk.
case 0x3000:
if (this.v[x] === (opcode & 0xFF)) {
this.pc += 2;
}
break;
// SNE Vx, byte
// 4xkk
// Skip next instruction if vX doesn't equal kk.
case 0x4000:
if (this.v[x] != (opcode & 0x00FF)) {
this.pc += 2;
}
break;
// SE Vx, Vy
// 5xy0
// Skip next instruction if vX equals vY.
case 0x5000:
if (this.v[x] === this.v[y]) {
this.pc += 2;
}
break;
// LD Vx, byte
// 6xkk
// Set Vx equal to kk.
case 0x6000:
this.v[x] = opcode & 0xFF;
break;
// ADD Vx, byte
// 7xkk
// Set Vx equal to Vx + kk.
case 0x7000:
var val = (opcode & 0xFF) + this.v[x]
if (val > 255) {
val -= 256;
}
this.v[x] = val;
break;
case 0x8000:
switch (opcode & 0x000f) {
// LD Vx, Vy
// 8xy0
// Stores register Vy in Vx
case 0x0000:
this.v[x] = this.v[y];
break;
// OR Vx, Vy
// 8xu1
// Set vX equal to vX OR Vy;
case 0x0001:
this.v[x] |= this.v[y];
break;
// AND Vx, Vy
// 8xy2
// Set Vx equal to Vx AMD Vy
case 0x0002:
this.v[x] &= this.v[y];
break;
// XOR Vx, Vy
// 8xy3
// Set Vx equal to Vx XOR Vy.
case 0x0003:
this.v[x] ^= this.v[y];
break;
// ADD Vx, Vy
// 8xy4
// Set Vx equal to Vx + Vy, set Vf equal to carry.
case 0x0004:
this.v[x] += this.v[y];
this.v[0xF] = +(this.v[x] > 255);
if (this.v[x] > 255) {
this.v[x] -= 256;
}
break;
// SUB Vx, Vy
// 8xy5
// Set Vx equal to Vx - Vy, set Vf equal to NOT borrow.
case 0x0005:
this.v[0xF] = +(this.v[x] > this.v[y]);
this.v[x] -= this.v[y];
if (this.v[x] < 0) {
this.v[x] += 256;
}
break;
// SHR Vx, Vy
// 8xy6
// Set Vx SHR 1.
case 0x0006:
this.v[0xF] = this.v[x] & 0x1;
this.v[x] >>= 1;
break;
// SUBN Vx, Vy
// 8xy7
// Set Vx equal to Vy - Vx, set Vf equal to NOT borrow.
case 0x0007:
this.v[0xF] = +(this.v[y] > this.v[x]);
this.v[x] = this.v[y] - this.v[x];
if (this.v[x] < 0) {
this.v[x] += 256;
}
break;
// SHL Vx, Vy
// 8xyE
// Set Vx equal to Vx SHL 1.
case 0x000E:
this.v[0xF] = +(this.v[x] & 0x80);
this.v[x] <<= 1;
if (this.v[x] > 255) {
this.v[x] -= 256;
}
break;
}
break;
// SNE Vx, Vy
// 9xy0
// Skip next instruction if Vx is not equal to Vy.
case 0x9000:
if (this.v[x] != this.v[y]) {
this.pc += 2;
}
break;
// LD I, addr
// Annn
// Set I equal to nnn.
case 0xA000:
this.i = opcode & 0xFFF;
break;
// JP V0, addr
// Bnnn
// Jump to location V0 + nnn.
case 0xB000:
this.pc = (opcode & 0xFFF) + this.v[0];
break;
// RND Vx, byte
// Cxkk
// Set Vx equal to random byte AND kk.
case 0xC000:
this.v[x] = Math.floor(Math.random() * 0xFF) & (opcode & 0xFF)
break;
// DRW Vx, Vy, nibble
// Dxyn
// Display n-byte sprite starting at memory location I at (Vx, Vy), set VF equal to collision.
case 0xD000:
this.v[0xF] = 0;
var height = opcode & 0x000F;
var registerX = this.v[x];
var registerY = this.v[y];
var x, y, spr;
for (y = 0; y < height; y++) {
spr = this.memory[this.i + y];
for (x = 0; x < 8; x++) {
if ((spr & 0x80) > 0) {
if (this.setPixel(registerX + x, registerY + y)) {
this.v[0xF] = 1;
}
}
spr <<= 1;
}
}
this.drawFlag = true;
break;
case 0xE000:
switch (opcode & 0x00FF) {
// SKP Vx
// Ex9E
// Skip next instruction if the key with the value Vx is pressed.
case 0x009E:
if (this.keys[this.v[x]]) {
this.pc += 2;
}
break;
// SKNP Vx
// ExA1
// Skip next instruction if the key with the value Vx is NOT pressed.
case 0x00A1:
if (!this.keys[this.v[x]]) {
this.pc += 2;
}
break;
}
break;
case 0xF000:
switch (opcode & 0x00FF) {
// LD Vx, DT
// Fx07
// Place value of DT in Vx.
case 0x0007:
this.v[x] = this.delayTimer;
break;
// LD Vx, K
// Fx0A
// Wait for keypress, then store it in Vx.
case 0x000A:
var oldKeyDown = this.setKey;
var self = this;
this.setKey = function(key) {
self.v[x] = key;
self.setKey = oldKeyDown.bind(self);
self.setKey.apply(self, arguments);
self.start();
}
this.stop();
return;
// LD DT, Vx
// Fx15
// DT is set to Vx.
case 0x0015:
this.delayTimer = this.v[x];
break;
// LD ST, Vx
// Fx18
// Set sound timer to Vx.
case 0x0018:
this.soundTimer = this.v[x];
break;
// ADD I, Vx
// Fx1E
// Set I equal to I + Vx
case 0x001E:
this.i += this.v[x];
break;
// LD F, Vx
// Fx29
// Set I equal to location of sprite for digit Vx.
case 0x0029:
// Multiply by number of rows per character.
this.i = this.v[x] * 5;
break;
// LD B, Vx
// Fx33
// Store BCD representation of Vx in memory location starting at location I.
case 0x0033:
var number = this.v[x], i;
for (i = 3; i > 0; i--) {
this.memory[this.i + i - 1] = parseInt(number % 10);
number /= 10;
}
break;
// LD [I], Vx
// Fx55
// Store registers V0 through Vx in memory starting at location I.
case 0x0055:
for (var i = 0; i <= x; i++) {
this.memory[this.i + i] = this.v[i];
}
break;
// LD Vx, [I]
// Fx65
// Read registers V0 through Vx from memory starting at location I.
case 0x0065:
for (var i = 0; i <= x; i++) {
this.v[i] = this.memory[this.i + i];
}
break;
}
break;
default:
throw new Error("Unknown opcode " + opcode.toString(16) + " passed. Terminating.");
}
}
};