360 lines
8 KiB
C
360 lines
8 KiB
C
#include "vcpu.h"
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#include "mem.h"
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#include "screen.h"
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#include "keypad.h"
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#include "speaker.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <unistd.h>
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#include <time.h>
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// Current VCPU state
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VCPU_State State;
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void VCPUInit(int width, int height){
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MemInit();
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ScreenInit(width,height);
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SpeakerInit();
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State.PC=ADDR_ROM;
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State.S=0;
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State.dt_ticks=0;
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State.st_ticks=0;
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State.screen_ticks=0;
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State.keypressed=0;
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srand(time(NULL));
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}
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void VCPUFinish(){
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SpeakerFinish();
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ScreenClose();
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}
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void VCPUFetch(){
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unsigned char byte[2];
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MemLoad(byte,2,State.PC); // Little indian to -1 no +1
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State.opcode=byte[0];
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State.opcode=State.opcode<<8;
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State.opcode=State.opcode | byte[1];
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State.PC+=2;
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}
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void VCPUDecode(){
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State.X=(State.opcode>>8) & 0xF;
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State.Y=(State.opcode>>4) & 0xF;
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State.N=State.opcode & 0x0F;
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State.NN=State.opcode & 0xFF;
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State.NNN=State.opcode & 0x0FFF;
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}
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void VCPUDoubleDabble(unsigned char x, unsigned char *u, unsigned char *t, unsigned char *h){
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unsigned int bcd=x;
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for(int i=0;i<8;i++){
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bcd=bcd<<1;
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unsigned char byte=bcd & 0xFF;
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unsigned char units=(bcd>>8) & 0xF;
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unsigned char tens=(bcd>>12) & 0xF;
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unsigned char hundreds=(bcd>>16) & 0xF;
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//printf("hundreds:%04b tens:%04b units:%04b byte:%08b\n",hundreds,tens,units,byte);
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if(i<7){
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if(units>4)
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units+=3;
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if(tens>4)
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tens+=3;
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if(hundreds>4)
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hundreds+=3;
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}
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bcd = (hundreds<<16) | (tens << 12) | (units << 8) | byte;
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}
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*u=bcd>>8 & 0xF;
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*t=bcd>>12 & 0xF;
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*h=bcd>>16 & 0xF;
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}
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void VCPUExecute(){
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// Very big switch case... Thinking about it, ifelse would have been cleaner for the reader
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switch(State.opcode >> 12){
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case 0x0: // Clear screen or return from subroutine
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if(State.N == 0x0){ // Clear screen
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ScreenClear();
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}
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else if(State.N == 0xE) { // Return from subroutine
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State.PC=State.stack[State.S];
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State.S--;
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}
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break;
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case 0x1: // Jump
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State.PC=State.NNN;
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break;
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case 0x2: // Call
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State.S++;
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State.stack[State.S]=State.PC;
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State.PC=State.NNN;
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break;
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case 0x3: // SE: VX, byte
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if(State.V[State.X]==State.NN)
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State.PC+=2;
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break;
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case 0x4: // SNE: VX, byte
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if(State.V[State.X]!=State.NN)
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State.PC+=2;
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break;
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case 0x5: // SE: VX, VY
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if(State.N == 0){
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if(State.V[State.X]==State.V[State.Y])
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State.PC+=2;
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}
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break;
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case 0x6:
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State.V[State.X]=State.NN;
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break;
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case 0x7:
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State.V[State.X]=State.V[State.X] + State.NN;
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break;
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case 0x8: // Register operations
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switch(State.N){
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case 0x0: // VX = VY
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State.V[State.X]=State.V[State.Y];
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break;
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case 0x1: // VX = VX OR VY
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State.V[State.X]=State.V[State.X] | State.V[State.Y];
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break;
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case 0x2: // VX = VX AND VY
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State.V[State.X]=State.V[State.X] & State.V[State.Y];
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break;
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case 0x3: // VX = VX XOR VY
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State.V[State.X]=State.V[State.X] ^ State.V[State.Y];
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break;
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case 0x4: // VX = VX + VY
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unsigned char x=State.V[State.X];
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unsigned char y=State.V[State.Y];
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State.V[State.X]=x+y;
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State.V[REG_FLAG]=((x+y) > 255);
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break;
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case 0x5: // VX = VX - VY
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unsigned char x2=State.V[State.X];
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unsigned char y2=State.V[State.Y];
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State.V[State.X]=x2-y2;
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State.V[REG_FLAG]=(x2>=y2);
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break;
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case 0x6: // VX = VX SHR 1
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char flag=State.V[State.X] & 0x1 == 1;
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State.V[State.X]=State.V[State.X] >> 1;
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State.V[REG_FLAG]=flag;
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break;
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case 0x7: // VX = VY - VX
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unsigned char x3=State.V[State.X];
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unsigned char y3=State.V[State.Y];
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State.V[State.X]=y3-x3;
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State.V[REG_FLAG]=(y3>=x3);
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break;
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case 0xE: // VX = VX SHL 1
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char flag2=State.V[State.X] >> 7 == 1;
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State.V[State.X]=State.V[State.X] << 1;
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State.V[REG_FLAG]=flag2;
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break;
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}
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break;
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case 0x9: // SNE: VX, VY
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if(State.N==0){
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if(State.V[State.X]!=State.V[State.Y])
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State.PC+=2;
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}
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break;
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case 0xA:
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State.I=State.NNN;
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break;
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case 0xB:
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State.PC=State.V[0]+State.NNN;
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break;
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case 0xC:
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unsigned short n = rand() % 255 + 1;
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State.V[State.X]=n & State.NN;
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break;
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case 0xD: // Draw a sprite
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State.V[REG_FLAG]=0; // Set flag to 0
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int width, height;
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ScreenWH(&width,&height);
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int X=State.V[State.X]%width;
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int Y=State.V[State.Y]%height;
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for(char row=0;row<State.N;row++){
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// Stop if row out of screen
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if(Y+row>=height)
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break;
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unsigned char sprite;
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MemLoad(&sprite,1,State.I+row); // Load sprite
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// Draw sprite
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for(int shift=0;shift<8;shift++){
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// Stop if column is out of screen
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if(X+shift >= width)
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break;
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if(ScreenPixelApply(X+shift,Y+row,(sprite>>(7-shift))&0x1))
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State.V[REG_FLAG]=1;
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}
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}
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break;
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case 0xE:
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if(State.NN==0x9E){ // Skip if keypress in VX
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if(State.keypressed){
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if(State.V[State.X] == State.key)
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State.PC+=2;
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}
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}else if(State.NN==0xA1){ // Skip if not keypress in VX
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State.PC+=2;
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if(State.keypressed){
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if(State.V[State.X] == State.key)
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State.PC-=2;
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}
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}
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break;
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case 0xF:
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switch(State.NN){
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case 0x07: // Get timer
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State.V[State.X]=State.DT;
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break;
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case 0x0A:
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if(State.keypressed){
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State.V[State.X]=State.key;
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}
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else
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State.PC-=2; // Go back to last instruction (loop until key is pressed)
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break;
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case 0x15: // Set timer
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State.DT=State.V[State.X];
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break;
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case 0x18: // Set sound timer
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State.ST=State.V[State.X];
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break;
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case 0x1E: // I = I + VX
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State.I=State.I+State.V[State.X];
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break;
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case 0x29:
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State.I=ADDR_FONT+5*(State.V[State.X]&0x0F);
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break;
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case 0x33:
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unsigned char units, tens, hundreds;
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VCPUDoubleDabble(State.V[State.X],&units,&tens,&hundreds);
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MemStore(&hundreds,1,State.I);
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MemStore(&tens,1,State.I+1);
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MemStore(&units,1,State.I+2);
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// printf("hundreds:%d tens:%d units:%d byte:%d\n",hundreds,tens,units,State.V[State.X]);
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break;
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case 0x55:
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MemStore(State.V,State.X+1,State.I);
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break;
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case 0x65:
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MemLoad(State.V,State.X+1,State.I);
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break;
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}
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break;
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}
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}
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void VCPUTick(){
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struct timespec start, stop;
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double duration, delay;
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// Start CPU pipeline instrumentation
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clock_gettime(CLOCK_REALTIME, &start);
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// Update keypressed
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int key=KeypadGetPressed();
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if(key>=0){
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State.keypressed=1;
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State.key=key&0xF;
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// printf("Keypressed: %x\n",State.key);
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}
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else{
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State.keypressed=0;
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}
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// Execute next instruction
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VCPUFetch();
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VCPUDecode();
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VCPUExecute();
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// Update ticks
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State.dt_ticks++;
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State.st_ticks++;
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State.screen_ticks++;
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// Update Delay Timer
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if(State.dt_ticks>=(1.0*VCPU_FREQ/DTST_FREQ)){
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State.dt_ticks=0;
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if(State.DT>0)
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State.DT--;
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}
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// Update Sound Timer
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if(State.st_ticks>=(1.0*VCPU_FREQ/DTST_FREQ)){
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State.st_ticks=0;
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if(State.ST>0)
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State.ST--;
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}
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// Play sound
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if(State.ST>0)
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SpeakerPlay();
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// Refresh screen
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if(State.screen_ticks>=(1.0*VCPU_FREQ/SCREEN_FREQ)){
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State.screen_ticks=0;
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ScreenUpdate();
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}
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// End instrumentation
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clock_gettime(CLOCK_REALTIME, &stop);
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// Adjust pipeline duration
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duration=(stop.tv_sec - start.tv_sec) + (stop.tv_nsec - start.tv_nsec)*1e-9;
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delay=1.0/VCPU_FREQ-duration;
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if(delay>0){
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usleep(delay*1e6);
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}
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}
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void VCPUDump(){
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printf("opcode: 0x%04x\n",State.opcode&0xFFFF);
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printf("X: 0x%01x\n",State.X);
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printf("Y: 0x%01x\n",State.Y);
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printf("N: 0x%01x\n",State.N);
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printf("NN: 0x%02x\n",State.NN);
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printf("NNN: 0x%03x\n",State.NNN);
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for(int i=0;i<16;i++){
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printf("V%d: 0x%02x\n",i,State.V[i]);
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}
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}
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