Implement opcode-limiting (current: 500 opcodes per second)
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ff1a8222a8
commit
f10ad7f8dd
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@ -1,3 +1,4 @@
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/target
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/games
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/.vscode
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/.idea
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14
src/main.rs
14
src/main.rs
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@ -2,9 +2,9 @@
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// and https://en.wikipedia.org/wiki/CHIP-8#Opcode_table
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// for information about how to implement a CHIP-8 Emulator
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use chip8::emu::Chip8;
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use std::path::Path;
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use pixels::{wgpu::Surface, Pixels, SurfaceTexture};
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use std::path::Path;
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use std::time::{Duration, Instant};
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use winit::dpi::LogicalSize;
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use winit::event::{Event, VirtualKeyCode};
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use winit::event_loop::{ControlFlow, EventLoop};
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@ -13,6 +13,7 @@ use winit_input_helper::WinitInputHelper;
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static WIDTH: u32 = 64;
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static HEIGHT: u32 = 32;
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static OPCODES_PER_SECOND: u64 = 500;
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fn main() {
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let mut chip8: Chip8 = Default::default();
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@ -24,6 +25,9 @@ fn main() {
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let rom_path = Path::new("./games/c8games/INVADERS");
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chip8.load_rom(rom_path).expect("Unable to load ROM");
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let mut start = Instant::now();
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let frametime = Duration::from_nanos(1e+9 as u64 / OPCODES_PER_SECOND);
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event_loop.run(move |event, _, control_flow| {
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if let Event::RedrawRequested(_) = event {
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draw(&chip8.display.buf, pixels.get_frame());
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@ -44,7 +48,11 @@ fn main() {
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pixels.resize(size.width, size.height);
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}
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chip8.execute_cycle();
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if Instant::now().duration_since(start) > frametime {
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chip8.execute_cycle();
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start = Instant::now();
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}
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if chip8.request_redraw {
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window.request_redraw();
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}
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