mirror of
https://github.com/sloven-c/chip8.git
synced 2025-12-15 22:38:40 +01:00
Initial commit
This commit is contained in:
131
build.zig
Normal file
131
build.zig
Normal file
@@ -0,0 +1,131 @@
|
||||
const std = @import("std");
|
||||
|
||||
// Although this function looks imperative, it does not perform the build
|
||||
// directly and instead it mutates the build graph (`b`) that will be then
|
||||
// executed by an external runner. The functions in `std.Build` implement a DSL
|
||||
// for defining build steps and express dependencies between them, allowing the
|
||||
// build runner to parallelize the build automatically (and the cache system to
|
||||
// know when a step doesn't need to be re-run).
|
||||
pub fn build(b: *std.Build) void {
|
||||
// Standard target options allow the person running `zig build` to choose
|
||||
// what target to build for. Here we do not override the defaults, which
|
||||
// means any target is allowed, and the default is native. Other options
|
||||
// for restricting supported target set are available.
|
||||
const target = b.standardTargetOptions(.{});
|
||||
// Standard optimization options allow the person running `zig build` to select
|
||||
// between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall. Here we do not
|
||||
// set a preferred release mode, allowing the user to decide how to optimize.
|
||||
const optimize = b.standardOptimizeOption(.{});
|
||||
// It's also possible to define more custom flags to toggle optional features
|
||||
// of this build script using `b.option()`. All defined flags (including
|
||||
// target and optimize options) will be listed when running `zig build --help`
|
||||
// in this directory.
|
||||
|
||||
// Here we define an executable. An executable needs to have a root module
|
||||
// which needs to expose a `main` function. While we could add a main function
|
||||
// to the module defined above, it's sometimes preferable to split business
|
||||
// logic and the CLI into two separate modules.
|
||||
//
|
||||
// If your goal is to create a Zig library for others to use, consider if
|
||||
// it might benefit from also exposing a CLI tool. A parser library for a
|
||||
// data serialization format could also bundle a CLI syntax checker, for example.
|
||||
//
|
||||
// If instead your goal is to create an executable, consider if users might
|
||||
// be interested in also being able to embed the core functionality of your
|
||||
// program in their own executable in order to avoid the overhead involved in
|
||||
// subprocessing your CLI tool.
|
||||
//
|
||||
// If neither case applies to you, feel free to delete the declaration you
|
||||
// don't need and to put everything under a single module.
|
||||
const exe = b.addExecutable(.{
|
||||
.name = "chip8",
|
||||
.root_module = b.createModule(.{
|
||||
// b.createModule defines a new module just like b.addModule but,
|
||||
// unlike b.addModule, it does not expose the module to consumers of
|
||||
// this package, which is why in this case we don't have to give it a name.
|
||||
.root_source_file = b.path("src/main.zig"),
|
||||
// Target and optimization levels must be explicitly wired in when
|
||||
// defining an executable or library (in the root module), and you
|
||||
// can also hardcode a specific target for an executable or library
|
||||
// definition if desireable (e.g. firmware for embedded devices).
|
||||
.target = target,
|
||||
.optimize = optimize,
|
||||
// List of modules available for import in source files part of the
|
||||
// root module.
|
||||
.imports = &.{
|
||||
// Here "chip8" is the name you will use in your source code to
|
||||
// import this module (e.g. `@import("chip8")`). The name is
|
||||
// repeated because you are allowed to rename your imports, which
|
||||
// can be extremely useful in case of collisions (which can happen
|
||||
// importing modules from different packages).
|
||||
},
|
||||
}),
|
||||
});
|
||||
|
||||
const sdl3 = b.dependency("sdl3", .{
|
||||
.target = target,
|
||||
.optimize = optimize,
|
||||
});
|
||||
|
||||
exe.root_module.addImport("sdl3", sdl3.module("sdl3"));
|
||||
|
||||
// This declares intent for the executable to be installed into the
|
||||
// install prefix when running `zig build` (i.e. when executing the default
|
||||
// step). By default the install prefix is `zig-out/` but can be overridden
|
||||
// by passing `--prefix` or `-p`.
|
||||
b.installArtifact(exe);
|
||||
|
||||
// This creates a top level step. Top level steps have a name and can be
|
||||
// invoked by name when running `zig build` (e.g. `zig build run`).
|
||||
// This will evaluate the `run` step rather than the default step.
|
||||
// For a top level step to actually do something, it must depend on other
|
||||
// steps (e.g. a Run step, as we will see in a moment).
|
||||
const run_step = b.step("run", "Run the app");
|
||||
|
||||
// This creates a RunArtifact step in the build graph. A RunArtifact step
|
||||
// invokes an executable compiled by Zig. Steps will only be executed by the
|
||||
// runner if invoked directly by the user (in the case of top level steps)
|
||||
// or if another step depends on it, so it's up to you to define when and
|
||||
// how this Run step will be executed. In our case we want to run it when
|
||||
// the user runs `zig build run`, so we create a dependency link.
|
||||
const run_cmd = b.addRunArtifact(exe);
|
||||
run_step.dependOn(&run_cmd.step);
|
||||
|
||||
// By making the run step depend on the default step, it will be run from the
|
||||
// installation directory rather than directly from within the cache directory.
|
||||
run_cmd.step.dependOn(b.getInstallStep());
|
||||
|
||||
// This allows the user to pass arguments to the application in the build
|
||||
// command itself, like this: `zig build run -- arg1 arg2 etc`
|
||||
if (b.args) |args| {
|
||||
run_cmd.addArgs(args);
|
||||
}
|
||||
|
||||
// Creates an executable that will run `test` blocks from the executable's
|
||||
// root module. Note that test executables only test one module at a time,
|
||||
// hence why we have to create two separate ones.
|
||||
const exe_tests = b.addTest(.{
|
||||
.root_module = exe.root_module,
|
||||
});
|
||||
|
||||
// A run step that will run the second test executable.
|
||||
const run_exe_tests = b.addRunArtifact(exe_tests);
|
||||
|
||||
// A top level step for running all tests. dependOn can be called multiple
|
||||
// times and since the two run steps do not depend on one another, this will
|
||||
// make the two of them run in parallel.
|
||||
const test_step = b.step("test", "Run tests");
|
||||
test_step.dependOn(&run_exe_tests.step);
|
||||
|
||||
// Just like flags, top level steps are also listed in the `--help` menu.
|
||||
//
|
||||
// The Zig build system is entirely implemented in userland, which means
|
||||
// that it cannot hook into private compiler APIs. All compilation work
|
||||
// orchestrated by the build system will result in other Zig compiler
|
||||
// subcommands being invoked with the right flags defined. You can observe
|
||||
// these invocations when one fails (or you pass a flag to increase
|
||||
// verbosity) to validate assumptions and diagnose problems.
|
||||
//
|
||||
// Lastly, the Zig build system is relatively simple and self-contained,
|
||||
// and reading its source code will allow you to master it.
|
||||
}
|
||||
48
build.zig.zon
Normal file
48
build.zig.zon
Normal file
@@ -0,0 +1,48 @@
|
||||
.{
|
||||
// This is the default name used by packages depending on this one. For
|
||||
// example, when a user runs `zig fetch --save <url>`, this field is used
|
||||
// as the key in the `dependencies` table. Although the user can choose a
|
||||
// different name, most users will stick with this provided value.
|
||||
//
|
||||
// It is redundant to include "zig" in this name because it is already
|
||||
// within the Zig package namespace.
|
||||
.name = .chip8,
|
||||
// This is a [Semantic Version](https://semver.org/).
|
||||
// In a future version of Zig it will be used for package deduplication.
|
||||
.version = "0.0.0",
|
||||
// Together with name, this represents a globally unique package
|
||||
// identifier. This field is generated by the Zig toolchain when the
|
||||
// package is first created, and then *never changes*. This allows
|
||||
// unambiguous detection of one package being an updated version of
|
||||
// another.
|
||||
//
|
||||
// When forking a Zig project, this id should be regenerated (delete the
|
||||
// field and run `zig build`) if the upstream project is still maintained.
|
||||
// Otherwise, the fork is *hostile*, attempting to take control over the
|
||||
// original project's identity. Thus it is recommended to leave the comment
|
||||
// on the following line intact, so that it shows up in code reviews that
|
||||
// modify the field.
|
||||
.fingerprint = 0xa61914ab9792a718, // Changing this has security and trust implications.
|
||||
// Tracks the earliest Zig version that the package considers to be a
|
||||
// supported use case.
|
||||
.minimum_zig_version = "0.15.2",
|
||||
// This field is optional.
|
||||
// Each dependency must either provide a `url` and `hash`, or a `path`.
|
||||
// `zig build --fetch` can be used to fetch all dependencies of a package, recursively.
|
||||
// Once all dependencies are fetched, `zig build` no longer requires
|
||||
// internet connectivity.
|
||||
.dependencies = .{
|
||||
.sdl3 = .{
|
||||
.url = "git+https://github.com/Gota7/zig-sdl3?ref=v0.1.5#014b7bcb2899f3ed9c945c4abfcfe1b25d75bfeb",
|
||||
.hash = "sdl3-0.1.5-NmT1QxARJgAH1Wp0cMBJDAc9vD7weufTkIwVa5rehA2q",
|
||||
},
|
||||
},
|
||||
.paths = .{
|
||||
"build.zig",
|
||||
"build.zig.zon",
|
||||
"src",
|
||||
// For example...
|
||||
//"LICENSE",
|
||||
//"README.md",
|
||||
},
|
||||
}
|
||||
165
src/chip8.zig
Normal file
165
src/chip8.zig
Normal file
@@ -0,0 +1,165 @@
|
||||
const std = @import("std");
|
||||
const structure = @import("stack.zig");
|
||||
const sdl3 = @import("sdl3");
|
||||
const str = @import("structs.zig");
|
||||
|
||||
pub const Emulator = struct {
|
||||
const Self = @This();
|
||||
|
||||
const w_pixels = 64;
|
||||
const h_pixels = 32;
|
||||
const scale = 25;
|
||||
|
||||
const memory_size = 4096;
|
||||
const StackType = structure.Stack(u16, 32);
|
||||
|
||||
const program_start = 0x200;
|
||||
const font_start = 0x050;
|
||||
|
||||
display: [h_pixels][w_pixels]u1,
|
||||
memory: [memory_size]u8, // programs start at 0x200 address
|
||||
pc: u16,
|
||||
i: u16,
|
||||
// Each call to the stack pushes 2B, and stack should be 64B big
|
||||
// 2B x 32 = 64B
|
||||
stack: StackType,
|
||||
timers: struct {
|
||||
delay: u8,
|
||||
sound: u8,
|
||||
},
|
||||
registers: [16]u8,
|
||||
|
||||
pub fn init(allocator: std.mem.Allocator) !Self {
|
||||
return .{
|
||||
.display = std.mem.zeroes([h_pixels][w_pixels]u1),
|
||||
.memory = try initMemory(allocator),
|
||||
.pc = 0,
|
||||
.i = 0,
|
||||
// stack init
|
||||
.stack = StackType.init(),
|
||||
.timers = .{
|
||||
// u8 max
|
||||
.delay = 0xFF,
|
||||
.sound = 0xFF,
|
||||
},
|
||||
.registers = std.mem.zeroes([16]u8),
|
||||
};
|
||||
}
|
||||
|
||||
pub fn destroy(self: *Self) void {
|
||||
self.stack.destroy();
|
||||
}
|
||||
|
||||
fn initMemory(allocator: std.mem.Allocator) ![memory_size]u8 {
|
||||
var memory = std.mem.zeroes([memory_size]u8);
|
||||
|
||||
const font_data = [_]u8{
|
||||
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
|
||||
};
|
||||
|
||||
// loading font data into the memory
|
||||
for (font_data, font_start..) |value, i| {
|
||||
memory[i] = value;
|
||||
}
|
||||
|
||||
// reading game data
|
||||
const filename = getFileName(allocator) catch |err| {
|
||||
std.debug.print("Failed to parse the game filename: {}\n", .{err});
|
||||
return err;
|
||||
};
|
||||
|
||||
const file = readFile(allocator, filename) catch |err| {
|
||||
std.debug.print("Failed to read the file '{s}: {}\n", .{ filename, err });
|
||||
return err;
|
||||
};
|
||||
defer allocator.free(file);
|
||||
|
||||
// loading game data into the memory
|
||||
for (file, program_start..) |value, i| {
|
||||
memory[i] = value;
|
||||
}
|
||||
|
||||
return memory;
|
||||
}
|
||||
|
||||
// despite Linux not needing to use allocators to extract arguments we're using them to ensure
|
||||
// our emulator will work on windows and WASI (Web Assembly System Interface)
|
||||
// which should come in handy should we ever want to port it online (I'm not writing this shit in JavaScript)
|
||||
fn getFileName(allocator: std.mem.Allocator) ![]u8 {
|
||||
const args = try std.process.argsAlloc(allocator);
|
||||
|
||||
return if (args.len <= 1) error.NoArgs else args[1];
|
||||
}
|
||||
|
||||
fn readFile(allocator: std.mem.Allocator, filename: []const u8) ![]u8 {
|
||||
const file = try std.fs.cwd().openFile(filename, .{ .mode = .read_only });
|
||||
defer file.close();
|
||||
|
||||
const len = try file.getEndPos();
|
||||
const buffer = try allocator.alloc(u8, len);
|
||||
// we will free it in the caller function
|
||||
|
||||
_ = try file.read(buffer);
|
||||
|
||||
return buffer;
|
||||
}
|
||||
|
||||
pub fn printMemory(self: *Self) void {
|
||||
var space = false;
|
||||
|
||||
for (self.memory, 1..) |value, i| {
|
||||
const suffix: u8 = if (space) ' ' else 0x0;
|
||||
const newline: u8 = if (i % 16 == 0) '\n' else 0x0;
|
||||
|
||||
std.debug.print("{X:0>2}{c}{c}", .{ value, suffix, newline });
|
||||
|
||||
space = !space;
|
||||
}
|
||||
}
|
||||
|
||||
pub fn returnDisplayData(_: *Self) str.DisplayData {
|
||||
return .{
|
||||
.screen_width = w_pixels,
|
||||
.screen_height = h_pixels,
|
||||
.scale = scale,
|
||||
};
|
||||
}
|
||||
|
||||
// TODO implement some sort of tracking system when display actually changes so we don't call SDL for nothing
|
||||
// one idea is to make a sort of array that tracks modified/changed "pixels"
|
||||
pub fn draw(self: *Self, surface: *sdl3.surface.Surface) !void {
|
||||
for (self.display, 0..) |_, i| {
|
||||
for (self.display[0], 0..) |value, j| {
|
||||
const x = i * w_pixels;
|
||||
const y = j * h_pixels;
|
||||
const width = w_pixels;
|
||||
const height = h_pixels;
|
||||
|
||||
const area: sdl3.rect.IRect = .{
|
||||
.h = height * scale,
|
||||
.w = width * scale,
|
||||
.x = @intCast(x * scale),
|
||||
.y = @intCast(y * scale),
|
||||
};
|
||||
|
||||
const color: u8 = if (value == 1) str.WHITE else str.BLACK;
|
||||
try surface.fillRect(area, surface.mapRgb(color, color, color));
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
56
src/main.zig
Normal file
56
src/main.zig
Normal file
@@ -0,0 +1,56 @@
|
||||
const std = @import("std");
|
||||
const sdl3 = @import("sdl3");
|
||||
const chip8 = @import("chip8.zig");
|
||||
const str = @import("structs.zig");
|
||||
|
||||
pub fn main() !void {
|
||||
const fps = 60;
|
||||
|
||||
var arena = std.heap.ArenaAllocator.init(std.heap.page_allocator);
|
||||
defer arena.deinit();
|
||||
|
||||
const allocator = arena.allocator();
|
||||
|
||||
// chip8 init
|
||||
var emulator = try chip8.Emulator.init(allocator);
|
||||
defer emulator.destroy();
|
||||
|
||||
emulator.printMemory();
|
||||
|
||||
defer sdl3.shutdown();
|
||||
|
||||
// initialise SDL with subsystems you need here
|
||||
const init_flags = sdl3.InitFlags{ .video = true };
|
||||
try sdl3.init(init_flags);
|
||||
defer sdl3.quit(init_flags);
|
||||
|
||||
// initial window setup
|
||||
const res = emulator.returnDisplayData();
|
||||
const window = try sdl3.video.Window.init("CHIP-8 Emulator", res.screen_width * res.scale, res.screen_height * res.scale, .{});
|
||||
defer window.deinit();
|
||||
|
||||
// useful for limiting the fps and getting the delta time
|
||||
var fps_capper = sdl3.extras.FramerateCapper(f32){ .mode = .{ .limited = fps } };
|
||||
|
||||
var quit = false;
|
||||
while (!quit) {
|
||||
// delay to limit the fps, returned delta time not needed
|
||||
_ = fps_capper.delay();
|
||||
|
||||
// update logic
|
||||
var surface = try window.getSurface();
|
||||
// set background (black)
|
||||
try surface.fillRect(null, surface.mapRgb(str.BLACK, str.BLACK, str.BLACK));
|
||||
try emulator.draw(&surface);
|
||||
try window.updateSurface();
|
||||
|
||||
// event logic
|
||||
while (sdl3.events.poll()) |event| {
|
||||
switch (event) {
|
||||
.quit => quit = true,
|
||||
.terminating => quit = true,
|
||||
else => {},
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
47
src/stack.zig
Normal file
47
src/stack.zig
Normal file
@@ -0,0 +1,47 @@
|
||||
const std = @import("std");
|
||||
|
||||
pub fn Stack(comptime T: type, comptime size: usize) type {
|
||||
return struct {
|
||||
array: [size]T,
|
||||
i: ?usize,
|
||||
|
||||
const Self = @This();
|
||||
|
||||
pub fn init() Self {
|
||||
return .{
|
||||
.array = std.mem.zeroes([size]T),
|
||||
.i = null,
|
||||
};
|
||||
}
|
||||
|
||||
// this function might as well not exist but might as well set it
|
||||
// nothing else is necessary, because stack will only read what is set at i
|
||||
// and if i gets increased it will only get so when we insert new number
|
||||
pub fn destroy(self: *Self) void {
|
||||
self.i = null;
|
||||
}
|
||||
|
||||
pub fn push(self: *Self, value: T) !void {
|
||||
if (self.i) |index| {
|
||||
if (index >= self.array.len - 1) return error.StackFull;
|
||||
// index points at the last currently stored element
|
||||
self.i = index + 1;
|
||||
} else {
|
||||
// if stack is empty set it to point at first element
|
||||
self.i = 0;
|
||||
}
|
||||
|
||||
self.array[self.i.?] = value;
|
||||
}
|
||||
|
||||
pub fn pop(self: *Self) ?T {
|
||||
if (self.i) |index| {
|
||||
// set the i pointer to the previous element (null if we're popping the only element so far)
|
||||
self.i = if (self.i == 0) null else self.i - 1;
|
||||
return self.array[index];
|
||||
}
|
||||
|
||||
return null; // stack is empty we have nothing to return
|
||||
}
|
||||
};
|
||||
}
|
||||
8
src/structs.zig
Normal file
8
src/structs.zig
Normal file
@@ -0,0 +1,8 @@
|
||||
pub const DisplayData = struct {
|
||||
screen_width: usize,
|
||||
screen_height: usize,
|
||||
scale: usize,
|
||||
};
|
||||
|
||||
pub const BLACK = 0x0;
|
||||
pub const WHITE = 0xFF;
|
||||
Reference in New Issue
Block a user