chore: general update
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01fb7833f9
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c296dce683
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@ -37,7 +37,6 @@ pub fn draw_sprite(disp: *Display, pos: *const Point, data: *const []u8) bool {
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const temp = (byte >> x_bit_offset) & 0x01;
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const bit = @intCast(u1, temp);
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// const bit = @as(u1, temp);
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const i = DISPLAY_WIDTH * y + x;
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@ -14,7 +14,7 @@ pub const Cpu = struct {
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sp: u16,
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v: [16]u8,
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stack: [16]u16,
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memory: [4096]u8,
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memory: [0x1000]u8,
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disp: Display,
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};
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@ -34,7 +34,6 @@ pub fn decode(cpu: *Cpu, word: u16) ?Instruction {
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const nib3: u4 = @intCast(u4, (word & 0x00F0) >> 4);
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const nib4: u4 = @intCast(u4, (word & 0x000F) >> 0);
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if (nib1 == 0x0) {
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// nib2 is 0x0, nib3 is 0xE
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@ -84,20 +83,20 @@ pub fn decode(cpu: *Cpu, word: u16) ?Instruction {
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pub fn execute(cpu: *Cpu, instr: Instruction) void {
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switch (instr) {
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.CLS => std.debug.print("CLS\n", .{}),
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.CLS => std.log.debug("CLS", .{}),
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.RET => {
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std.debug.print("RET\n", .{});
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std.log.debug("RET", .{});
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cpu.pc = cpu.stack[cpu.sp];
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cpu.sp -= 1;
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},
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.JP => |addr| {
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std.debug.print("JP 0x{X:}\n", .{ addr });
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std.log.debug("JP 0x{X:}", .{ addr });
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cpu.pc = addr;
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},
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.CALL => |addr| {
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std.debug.print("CALL 0x{X:}\n", .{ addr });
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std.log.debug("CALL 0x{X:}", .{ addr });
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cpu.sp += 1;
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cpu.stack[cpu.sp] = cpu.pc;
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@ -106,7 +105,7 @@ pub fn execute(cpu: *Cpu, instr: Instruction) void {
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.SE_3 => |args| {
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const x = args.x;
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const kk = args.kk;
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std.debug.print("SE V{}, 0x{X:}\n", .{ x, kk });
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std.log.debug("SE V{}, 0x{X:}", .{ x, kk });
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if (cpu.v[x] != kk) {
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cpu.pc += 2;
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@ -115,19 +114,19 @@ pub fn execute(cpu: *Cpu, instr: Instruction) void {
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.LD_6 => |args| {
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const x = args.x;
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const kk = args.kk;
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std.debug.print("LD V{} 0x{X:}\n", .{ x, kk });
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std.log.debug("LD V{} 0x{X:}", .{ x, kk });
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cpu.v[x] = kk;
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},
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.LD_I => |addr| {
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std.debug.print("LD I, 0x{X:}\n", .{ addr });
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std.log.debug("LD I, 0x{X:}", .{ addr });
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cpu.i = addr;
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},
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.DRW => |args| {
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const x = args.x;
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const y = args.y;
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const n = args.n;
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std.debug.print("DRW V{}, V{}, 0x{X:}\n", .{ x, y, n });
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std.log.debug("DRW V{}, V{}, 0x{X:}", .{ x, y, n });
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const draw_pos: Point = .{ .x = cpu.v[x], .y = cpu.v[y] };
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const sprite_data = cpu.memory[cpu.i..(cpu.i + n)];
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@ -141,7 +140,7 @@ pub fn execute(cpu: *Cpu, instr: Instruction) void {
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.ADD_7 => |args| {
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const x = args.x;
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const kk = args.kk;
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std.debug.print("ADD V{}, 0x{X:}\n", .{ x, kk });
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std.log.debug("ADD V{}, 0x{X:}", .{ x, kk });
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cpu.v[x] = cpu.v[x] + kk;
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}
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@ -158,18 +157,19 @@ fn load_rom(cpu: *Cpu, buf: []u8) void {
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}
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pub fn load_rom_path(cpu: *Cpu, path: []const u8) !void {
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var alloc = std.heap.page_allocator;
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var heap = std.heap.page_allocator;
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const file = try std.fs.cwd().openFile(path, .{ .read = true });
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defer file.close();
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const file_size = try file.getEndPos();
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const rom_buf = try file.readToEndAlloc(alloc, file_size);
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const rom_buf = try file.readToEndAlloc(heap, file_size);
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defer heap.free(rom_buf);
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load_rom(cpu, rom_buf);
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}
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pub fn cycle(cpu: *Cpu) void {
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pub fn step(cpu: *Cpu) void {
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const opcode = fetch(cpu);
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const maybe_instr = decode(cpu, opcode);
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@ -1,107 +1,77 @@
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const std = @import("std");
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const cpu = @import("cpu.zig");
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const emu = @import("emu.zig");
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const Display = @import("display.zig").Display;
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const c = @cImport({
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@cInclude("SDL2/SDL.h");
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});
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const assert = @import("std").debug.assert;
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const c = @cImport(@cInclude("SDL.h"));
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// See https://github.com/zig-lang/zig/issues/565
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// SDL_video.h:#define SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0)
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// SDL_video.h:#define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X) (SDL_WINDOWPOS_UNDEFINED_MASK|(X))
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// SDL_video.h:#define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u
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const SDL_WINDOWPOS_UNDEFINED = @bitCast(c_int, c.SDL_WINDOWPOS_UNDEFINED_MASK);
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const Cpu = emu.Cpu;
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extern fn SDL_PollEvent(event: *c.SDL_Event) c_int;
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const WIDTH = 64;
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const HEIGHT = 32;
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const WINDOW_WIDTH = WIDTH * 10;
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const WINDOW_HEIGHT = HEIGHT * 10;
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const PIXELBUF_LEN = WIDTH * HEIGHT * @sizeOf(u32);
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// SDL_RWclose is fundamentally unrepresentable in Zig, because `ctx` is
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// evaluated twice. One could make the case that this is a bug in SDL,
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// especially since the docs list a real function prototype that would not
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// have this double-evaluation of the parameter.
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// If SDL would instead of a macro use a static inline function,
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// it would resolve the SDL bug as well as make the function visible to Zig
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// and to debuggers.
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// SDL_rwops.h:#define SDL_RWclose(ctx) (ctx)->close(ctx)
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inline fn SDL_RWclose(ctx: [*]c.SDL_RWops) c_int {
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return ctx[0].close.?(ctx);
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}
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pub fn main() !void {
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// Initialize SDL2
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if (c.SDL_Init(c.SDL_INIT_VIDEO) != 0) {
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c.SDL_Log("Unable to initialize SDL: %s", c.SDL_GetError());
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return error.SDLInitializationFailed;
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}
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_ = c.SDL_Init(c.SDL_INIT_VIDEO);
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defer c.SDL_Quit();
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// Create Screen (Maybe introduce scaling somehow?)
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const screen = c.SDL_CreateWindow("Zig8", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 320, c.SDL_WINDOW_OPENGL) orelse
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{
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c.SDL_Log("Unable to create window: %s", c.SDL_GetError());
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return error.SDLInitializationFailed;
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};
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defer c.SDL_DestroyWindow(screen);
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const window = c.SDL_CreateWindow("CHIP-8", c.SDL_WINDOWPOS_CENTERED, c.SDL_WINDOWPOS_CENTERED, WINDOW_WIDTH, WINDOW_HEIGHT, c.SDL_WINDOW_OPENGL);
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defer c.SDL_DestroyWindow(window);
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// Create Renderer
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const renderer = c.SDL_CreateRenderer(screen, -1, c.SDL_RENDERER_ACCELERATED) orelse {
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c.SDL_Log("Unable to create renderer: %s", c.SDL_GetError());
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return error.SDLInitializationFailed;
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};
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const renderer = c.SDL_CreateRenderer(window, -1, c.SDL_RENDERER_ACCELERATED);
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defer c.SDL_DestroyRenderer(renderer);
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// Create RGBA Texture
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const texture = c.SDL_CreateTexture(renderer, c.SDL_PIXELFORMAT_RGBA8888, c.SDL_TEXTUREACCESS_STREAMING, 64, 32) orelse {
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c.SDL_Log("Unable to create texture: %s", c.SDL_GetError());
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return error.SDLInitializationFailed;
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};
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const texture = c.SDL_CreateTexture(renderer, c.SDL_PIXELFORMAT_RGBA8888, c.SDL_TEXTUREACCESS_STATIC, WIDTH, HEIGHT);
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defer c.SDL_DestroyTexture(texture);
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// Initialize CHIP-8 Emulator
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var chip8 = cpu.Cpu {
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var zig8 = emu.Cpu {
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.i = 0x00,
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.pc = 0x0200,
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.pc = 0x200,
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.sp = 0x00,
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.v = [_]u8{0x0} ** 16,
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.stack = [_]u16{0x0} ** 16,
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.memory = [_]u8{0x0} ** 4096,
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.v = [_]u8{0x00} ** 16,
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.stack = [_]u16{0x00} ** 16,
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.memory = [_]u8{0x0000} ** 0x1000,
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.disp = Display.new(),
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};
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var path = "./bin/IBM Logo.ch8";
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try emu.load_rom_path(&zig8, "./bin/IBM Logo.ch8");
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var pixel_buf: [PIXELBUF_LEN]u8 = [_]u8 {0x00} ** PIXELBUF_LEN;
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// Load Game ROM into CHIP-8 Emulator
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try cpu.load_rom_path(&chip8, path);
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// Create Pixel Buffer (Temporary)
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const buf_size = 64 * 32 * @sizeOf(u32);
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var pixels: [buf_size]u8 = [_]u8{255} ** buf_size;
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// Render
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var quit = false;
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while (!quit) {
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var buf_ptr: [*c]?*c_void = &@ptrCast(?*c_void, &pixels[0]);
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_ = c.SDL_LockTexture(texture, null, buf_ptr, 64 * @sizeOf(u32));
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c.SDL_UnlockTexture(texture);
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emuloop: while(true) {
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_ = c.SDL_UpdateTexture(texture, null, @ptrCast(*const c_void, &pixel_buf), WIDTH * @sizeOf(u32));
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_ = c.SDL_RenderCopy(renderer, texture, null, null);
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_ = c.SDL_RenderPresent(renderer);
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var event: c.SDL_Event = undefined;
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while (SDL_PollEvent(&event) != 0) {
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switch (event.@"type") {
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c.SDL_QUIT => {
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quit = true;
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},
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else => {},
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while(c.SDL_PollEvent(&event) != 0) {
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switch(event.type) {
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c.SDL_QUIT => break :emuloop,
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else => {}
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}
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}
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_ = c.SDL_RenderClear(renderer);
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_ = c.SDL_RenderCopy(renderer, texture, null, null);
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c.SDL_RenderPresent(renderer);
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cpu.cycle(&chip8);
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c.SDL_Delay(17);
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emu.step(&zig8);
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draw(&zig8.disp, &pixel_buf);
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}
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}
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fn draw(display: *const Display, pixel_buf: *[8192]u8) void {
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var emu_i: usize = 0;
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while (emu_i < display.buf.len) : (emu_i += 1) {
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var pixel_i = emu_i * 4;
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if (display.buf[emu_i] == 0x01) {
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pixel_buf[pixel_i] = 0xFF;
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pixel_buf[pixel_i + 1] = 0xFF;
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pixel_buf[pixel_i + 2] = 0xFF;
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pixel_buf[pixel_i + 3] = 0xFF;
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} else {
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pixel_buf[pixel_i] = 0xFF;
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pixel_buf[pixel_i + 1] = 0x00;
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pixel_buf[pixel_i + 2] = 0x00;
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pixel_buf[pixel_i + 3] = 0x00;
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}
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}
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}
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