This package contains an interpreter for CHIP-8 as well as a command-line assembler and disassembler.
It also supports the SuperChip instructions.
The syntax of the assembler and disassembler is based on the syntax described in Cowgod's Chip-8 Technical Reference v1.0, by Thomas P. Greene
Frédéric Devernay's SVision-8 website has a wealth of information. He also has a collection of CHIP-8 games and programs in his GAMES.zip.
- Linux: Type
make
from the shell. - Windows: The system was built and tested with the
MinGW tools. To compile it type
make
from the MSYS shell.
To use the emulator:
- Under Linux: Type
./chip8 game.ch8
where game.ch8 is the binary CHIP-8 file. - Under Windows: Type
chip8 game.ch8
orchip8-gdi game.ch8
depending on which of the implementations (see below) you want to use.
The assembler and disassemblers are simple command line applications and platform independent.
To use the assembler, type
$ ./c8asm -o file.c8h file.asm
This will assemble file.asm
into a binary file.c8h
. If the -o
is not
specified it will default to a.c8h
.
To use the disassembler, run the command
$ ./c8dasm a.ch8 > outfile.asm
where a.ch8
is the file you want to disassemble.
The core of the emulator is in chip8.c
. The idea is that this core be
platform independent and then hooks are provided for platform specific
implementations.
The API is described in chip8.h
. The docs
target in the Makefile generates
HTML documentation from it.
Two implementations are provided in this repository:
- A SDL-based implentation (https://www.libsdl.org/) which is intended for portability, and
- a native Windows implementation which is intended for small size and requires no third party dependencies.
In both versions
bmp.h
andbmp.c
(together with thefonts/
directory) is used to draw and manipulate the bitmap graphics. See also https://github.com/wernsey/bitmaprender.c
implements theinit_game()
,deinit_game()
andrender()
functions that forms the core of both implementations and demonstrates how the interpreter's API works.
The render()
function checks the keyboard and executes the interpreter a
couple of times by calling c8_step()
and redraws the screen if it changed.
The SDL and Win32 frameworks were written in such a way that the render()
function works with both with only a couple of minor modifications.
The implementations feature a rudimentary debugger: Press F5 to pause a running game. The program counter and the current instruction will be displayed at the bottom of the screen, along with the values of the 16 Vx registers. Press F6 to step through the program to the next instruction and F8 to resume the program.
The Makefile
will build the SDL version by default, and build the GDI version
under Windows.
The SDL-based implementation is intended for portability. The files pocadv.c
and pocadv.h
implement a wrapper around the SDL that contains the main()
function, the SDL event loops and so on.
The included emscripten.mak
file is used to compile the SDL implementation to
JavaScript with Emscripten for running the
interpreter in a web browser. The chip8.html
is a wrapper around the
Emscripten-generated JavaScript. If you want to use this implementation:
- You need to put your CHIP-8 binary file in a
./GAMES/
directory - Run
make -f emscripten.mak
- Change the
Module.arguments
variable in the JavaScript inchip8.html
- Serve
chip8.html
in a web server.
I built the emscripten version through the emscripten SDK installed
according to the installation instructions. I had
some linker errors with Ubuntu's emscripten
package that I couldn't
resolve.
The native Windows version uses a simple hook around the Win32 GDI and requires no third party dependencies.
gdi.h
and gdi.c
implements the native Windows code. It implements a
WinMain
function with the main Win32 events processing loop. It binds the
window's GDI context to a Bitmap
object so that a render function can draw
onto it and fires off periodic WM_PAINT
messages which calls the render()
function to draw the screen.
I've consulted several sources for my implementation (see references below), and there were some discrepancies. This is how I handled them:
- Regarding
2nnn
, cowgod says the stack pointer is incremented first (i.e.stack[++SP]
), but that skipsstack[0]
. My implementation does it the other way round. TheFx55
andFx65
instructions doesn't changeI
in my implementation:- This is a known quirk.
- The interpreter now provides
QUIRKS_MEM_CHIP8
to control this
- I've read David Winter's emulator's documentation when I started, but I
implemented things differently:
- His emulator scrolls only 2 pixels if it is in low-res mode, but 4 pixels is consistent with Octo.
- His emulator's
Dxy0
instruction apparently also works differently in lo-res mode.
instruction-draw says that images aren't generally wrapped, but muller and Octo seems to think differently.- This is alsp known quirk.
- The interpreter now provides
QUIRKS_CLIPPING
to control this
- According to chip8-wiki, the upper 256 bytes of RAM is used for the display, but it seems that modern interpreters don't do that. Besides, you'd need 1024 bytes to store the SCHIP's hi-res mode.
hp48_flags
is not cleared between runs (See octo-superchip); I don't make any effort to persist them, though.- Apparently there are CHIP-8 interpreters out there that don't use the standard 64x32 and 128x64 resolutions, but I don't support those.
- As far as I can tell, there is not much in terms of standard timings on
CHIP-8 implementations. My implementation allows you to specify the speed as
the number of instructions to execute per second (through the global variable
speed
inrender.c
). The value of 1200 instructions per second seems like a good value to start with.
-
Cowgod's Chip-8 Technical Reference v1.0, by Thomas P. Greene,
-
How to write an emulator (CHIP-8 interpreter) by Laurence Muller (archived)
-
CHIP8 A CHIP8/SCHIP emulator Version 2.2.0, by David Winter
-
Chip 8 instruction set, author unknown(?)
-
Byte Magazine Volume 03 Number 12 - Life pp. 108-122. "An Easy Programming System," by Joseph Weisbecker
-
- Their page on the Draw instruction
-
Mastering CHIP-8 by Matthew Mikolay
-
Octo, John Earnest
-
The Octo SuperChip document, by John Earnest
-
CHIP‐8 Technical Reference, by Matthew Mikolay
-
Timendus' chip8-test-suite was extremely useful to help clarify and fix the quirks.
- Timendus' Silicon8 CHIP8 implementation
-
Tobias V. Langhoff's Guide to making a CHIP-8 emulator
- This one is very useful for explaining the various quirks
-
Chip-8 on the COSMAC VIP: Drawing Sprites, by Laurence Scotford (archive link)
-
CHIP-8 extensions and compatibility - explains several of the variants out there
-
https://github.com/zaymat/super-chip8
- The load_quirk and shift_quirk section of that README has another explaination of some of the quirks, along with a list of known games that need them.
-
https://github.com/dario-santos/Super-Chip-Emulator has a collection of ROMs I used for testing
-
https://github.com/JohnEarnest/chip8Archive - Archive of CHIP8 programs.
This code is licensed under the Apache license version 2:
Copyright 2015-2016 Werner Stoop
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
- I really need to fix the "Display wait" quirk. See Timendus's
5-quirks.ch8
test. - The quirks need to be in a flags variable so that they can be controlled at runtime
- The runtime should have a
-q
command line option to control the quirks - The assembler needs an
include "file.asm"
directive.- You need a way to specify how to do the include, because the assembler must be
usable even if you're not loading the source from files. I suggest a function pointer
that points to
c8_load_txt()
by default, but can be made to point elsewhere (or set toNULL
and disable includes completely)
- You need a way to specify how to do the include, because the assembler must be
usable even if you're not loading the source from files. I suggest a function pointer
that points to
- I should consider a
text "hello"
directive in the assembler, that places a null terminated string in the bytecode. Users might be able to display the text at some point if you have the right sprites; Octo does it. - Allow for some hooks in the library to let the
SYS nnn
(0nnn
) instructions break out into the environment outside. * It's meant as a bit of a joke, might be neat if you embed a CHIP-8 interpreter in another program and call out to it as a sort of scripting language. - Command line option, like
-m addr=val
, that will set the byte ataddr
toval
in the RAM before running the interpreter. * A immediate use case is for, example, Timendus's5-quirks.ch8
test that allows you to write a value between 1 and 3 to0x1FF
and then the program will bypass the initial menu and skip directly to the corresponding test. I imagine that while developing and debugging CHIP-8 programs it might be useful to have such a mechanism. - Fix the assembler that doesn't do any bounds checks on
stepper->token
- Breakpoints in the debugger
-
A.map
file output by the assembler...
Porting to the Amiga 500 might be an interesting challenge to get it truly portable: The Amiga's bus is word aligned, so if the program counter is ever an odd number then the system might crash when it tries to retrieve an instruction. Also, the Amiga is big endian, so that might reveal some problems as well.
XO-Chip compatibility seems like something worth striving for. Here's a short checklist of the changes. Also look at how Octo modifies some instructions.