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chip-8.s
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chip-8.s
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;-----------------------------------------------------------------------------
; BIOS
;-----------------------------------------------------------------------------
; .org 0
; .incbin ../bios.min ; don't need this for real PM
;-----------------------------------------------------------------------------
; Memory addresses
;-----------------------------------------------------------------------------
.equ tilemap $1360 ; default location for tilemap?
.equ BIOS_SIZE $1000
.equ RAM_SIZE $1000
.equ IO_SIZE $0100
.equ ROM_SIZE $80000
.reloc
BIOS_BEGIN: .ds BIOS_SIZE
BIOS_END:
RAM_BEGIN: .ds RAM_SIZE
RAM_END:
IO_BEGIN: .ds IO_SIZE
IO_END:
USER_BEGIN:
.endreloc
.equ NN IO_BEGIN ; you can use [NN+...] instead of [nn+...] when required
;-----------------------------------------------------------------------------
; I/O address offsets
;-----------------------------------------------------------------------------
.equ BUTTONS $52
.equ VIDEO_0 $80
.equ VIDEO_1 $81
.equ VIDEO_TILEDATA $82 ; word
.equ COUNTER2 $08
.equ CPU0 $00
.equ CPU2 $02
;-----------------------------------------------------------------------------
; I/O bits
;-----------------------------------------------------------------------------
.equ BUTTON_A $01
.equ BUTTON_B $02
.equ BUTTON_C $04
.equ BUTTON_UP $08
.equ BUTTON_DOWN $10
.equ BUTTON_LEFT $20
.equ BUTTON_RIGHT $40
.equ BUTTON_POWER $80
.equ CPU2_SPEED $08
.equ COUNTER2_START $01
.equ COUNTER2_RESET $02
.equ VIDEO_0_INVERT $01
.equ VIDEO_0_TILED $02
.equ VIDEO_0_ENABLE0 $08
.equ VIDEO_0_TSIZE0 $10
.equ VIDEO_0_TSIZE1 $20
.equ VIDEO_1_ENABLE1 $01
.equ VIDEO_1_SLOW0 $02
.equ VIDEO_1_SLOW1 $04
;-----------------------------------------------------------------------------
; Interrupt numbers
;-----------------------------------------------------------------------------
.equ IntSuspend 0x21
.equ IntShutdown 0x24
;-----------------------------------------------------------------------------
; Header
;-----------------------------------------------------------------------------
.org 0x2100
.db "MN" ; cam be anything except 0xBF,0xD9
jmp start
.org 0x2108
; interrupt handlers come here
.org 0x21A4
.db "NINTENDO" ; magic string
.db "CHIP-8____" ; name
.db "CH-8" ; 4-character gamecode
.db "__" ; ?
;-----------------------------------------------------------------------------
; Start
;-----------------------------------------------------------------------------
.equ C8_screen $1000 ; TODO change to middle of screen at some point
; 1300–131F: sprite scratch 32 bits
; 1320–1327: sprite scratch 16 bits
.equ C8_I $1338 ; 1328–1329
.equ C8_PC $133A ; 132A–132B
.equ C8_DT $133C
.equ C8_ST $133D
.equ C8_V $1340 ; V0–VF
.equ C8_VF C8_V + $F
.equ C8_SP $1350 ; 1 byte offset for stack
.equ C8_STACK $1351 ; TODO maybe 16 levels instead?
.equ C8_ROM $1400 ; TODO this can be changed to $135A after testing
.equ C8_OFFSET C8_ROM - $200 ; offset for CHIP-8 addresses
start:
call Init
call CopyROMtoRAM
mov hl, C8_ROM
mov [C8_PC], hl
mov a, 0
mov [C8_SP], a
MainLoop:
mov x, [C8_PC]
mov h, [x] ; CHIP-8 programs are big-endian
inc x
mov l, [x]
inc x
mov [C8_PC], x
mov a, h
tst a, $FF
jz opcode0
and a, $F0
xor a, $10
jz opcode1
mov a, h
and a, $F0
xor a, $20
jz opcode2
mov a, h
and a, $F0
xor a, $30
jz opcode3
mov a, h
and a, $F0
xor a, $40
jz opcode4
mov a, h
and a, $F0
xor a, $50
jz opcode5
mov a, h
and a, $F0
xor a, $60
jz opcode6
mov a, h
and a, $F0
xor a, $70
jz opcode7
mov a, h
and a, $F0
xor a, $80
jz opcode8
mov a, h
and a, $F0
xor a, $90
jz opcode9
mov a, h
and a, $F0
xor a, $A0
jz opcodeA
mov a, h
and a, $F0
xor a, $B0
jz opcodeB
mov a, h
and a, $F0
xor a, $C0
jz opcodeC
mov a, h
and a, $F0
xor a, $D0
jz opcodeD
mov a, h
and a, $F0
xor a, $E0
jz opcodeE
mov a, h
and a, $F0
xor a, $F0
jz opcodeF
;jmp MainLoop
opcode0:
mov a, l
xor a, $E0
jz opcode00E0
opcode00E0:
;memCopy
mov hl, $1000
_memCopyLoop:
mov [hl], 0
inc hl
cmp l, $13
jnz _memCopyLoop
jmp MainLoop
opcode1:
and h, $0F
add hl, C8_OFFSET
mov [C8_PC], hl
jmp MainLoop
opcode2:
jmp MainLoop
opcode3:
mov b, 0
mov a, l
mov n, a
mov a, h
and a, $0F
mov hl, C8_V
add hl, ba
mov a, n
cmp a, [hl]
jnz _notEqual
mov x, C8_PC
mov hl, [x]
inc hl
inc hl
mov [x], hl
_notEqual:
jmp MainLoop
opcode4:
mov b, 0
mov a, l
mov n, a
mov a, h
and a, $0F
mov hl, C8_V
add hl, ba
mov a, n
cmp a, [hl]
jz _equal
mov x, C8_PC
mov hl, [x]
inc hl
inc hl
mov [x], hl
_equal:
jmp MainLoop
opcode5:
xchg ba, hl
and b, $0F
tst a, $0F
jnz MainLoop
swap a
and a, $0F
push b
mov hl, C8_V
mov b, l
add a, b
mov l, a
mov a, [hl]
pop b
push hl
push a
mov hl, C8_V
mov a, l
add a, b
mov l, a
mov b, [hl]
pop a
pop hl
cmp a, b
jnz _notEqual
mov x, C8_PC
mov hl, [x]
inc hl
inc hl
mov [x], hl
_notEqual:
jmp MainLoop
opcode6:
mov b, 0
mov a, l
mov n, a
mov a, h
and a, $0F
mov hl, C8_V
add hl, ba
mov a, n
mov [hl], a
jmp MainLoop
opcode7:
mov b, 0
mov a, l
mov n, a
mov a, h
and a, $0F
mov hl, C8_V
add hl, ba
mov a, n
add [hl], a
jmp MainLoop
opcode8:
mov a, l
tst a, $0F
jz opcode8XY0
and a, $0F
mov b, a
xor a, $01
jz opcode8XY1
mov a, b
xor a, $02
jz opcode8XY2
mov a, b
xor a, $03
jz opcode8XY3
mov a, b
xor a, $04
jz opcode8XY4
mov a, b
xor a, $05
jz opcode8XY5
mov a, b
xor a, $06
jz opcode8XY6
mov a, b
xor a, $07
jz opcode8XY7
mov a, b
xor a, $0E
jz opcode8XYE
jmp MainLoop
opcode8XY0:
mov ba, hl
and b, $0F
swap a
and a, $0F
push b
mov hl, C8_V
mov b, l
add a, b
mov l, a
mov a, [hl]
pop b
push hl
push a
mov hl, C8_V
mov a, l
add a, b
mov l, a
pop a
mov [hl], a
pop hl
jmp MainLoop
opcode8XY1:
mov ba, hl
and b, $0F
swap a
and a, $0F
push b
mov hl, C8_V
mov b, l
add a, b
mov l, a
mov a, [hl]
pop b
push hl
push a
mov hl, C8_V
mov a, l
add a, b
mov l, a
mov b, [hl]
pop a
or a, b
mov [hl], a
pop hl
jmp MainLoop
opcode8XY2:
mov ba, hl
and b, $0F
swap a
and a, $0F
push b
mov hl, C8_V
mov b, l
add a, b
mov l, a
mov a, [hl]
pop b
push hl
push a
mov hl, C8_V
mov a, l
add a, b
mov l, a
mov b, [hl]
pop a
and a, b
mov [hl], a
pop hl
jmp MainLoop
opcode8XY3:
mov ba, hl
and b, $0F
swap a
and a, $0F
push b
mov hl, C8_V
mov b, l
add a, b
mov l, a
mov a, [hl]
pop b
push hl
push a
mov hl, C8_V
mov a, l
add a, b
mov l, a
mov b, [hl]
pop a
xor a, b
mov [hl], a
pop hl
jmp MainLoop
opcode8XY4:
mov ba, hl
and b, $0F
swap a
and a, $0F
push b
mov hl, C8_V
mov b, l
add a, b
mov l, a
mov a, [hl]
pop b
push hl
push a
mov hl, C8_V
mov a, l
add a, b
mov l, a
mov b, [hl]
pop a
add a, b
mov [hl], a
mov hl, C8_VF
mov a, f
shr a
and a, $01
mov [hl], a
pop hl
jmp MainLoop
opcode8XY5:
mov ba, hl
and b, $0F
swap a
and a, $0F
push b
mov hl, C8_V
mov b, l
add a, b
mov l, a
mov a, [hl]
pop b
push hl
push a
mov hl, C8_V
mov a, l
add a, b
mov l, a
mov b, [hl]
pop a
xchg a, b
sub a, b
mov [hl], a
mov hl, C8_VF
mov a, f
shr a
and a, $01
xor a, $01
mov [hl], a
pop hl
jmp MainLoop
opcode8XY6:
mov ba, hl
and b, $0F
;swap a
;and a, $0F
;push b
;mov hl, C8_V
;mov b, l
;add a, b
;mov l, a
;mov a, [hl]
;pop b
;push hl
;push a
mov hl, C8_V
mov a, l
add a, b
mov l, a
mov b, [hl]
;pop a
;shl a
;mov [hl], a
shr b
mov [hl], b
mov hl, C8_VF
mov a, f
shr a
and a, $01
mov [hl], a
;pop hl
jmp MainLoop
opcode8XY7:
mov ba, hl
and b, $0F
swap a
and a, $0F
push b
mov hl, C8_V
mov b, l
add a, b
mov l, a
mov a, [hl]
pop b
push hl
push a
mov hl, C8_V
mov a, l
add a, b
mov l, a
mov b, [hl]
pop a
sub a, b
mov [hl], a
mov hl, C8_VF
mov a, f
shr a
and a, $01
xor a, $01
mov [hl], a
pop hl
jmp MainLoop
opcode8XYE:
mov ba, hl
and b, $0F
;swap a
;and a, $0F
;push b
;mov hl, C8_V
;mov b, l
;add a, b
;mov l, a
;mov a, [hl]
;pop b
;push hl
;push a
mov hl, C8_V
mov a, l
add a, b
mov l, a
mov b, [hl]
;pop a
;shl a
;mov [hl], a
shl b
mov [hl], b
mov hl, C8_VF
mov a, f
shr a
and a, $01
mov [hl], a
;pop hl
jmp MainLoop
opcode9:
xchg ba, hl
and b, $0F
tst a, $0F
jnz MainLoop
swap a
and a, $0F
push b
mov hl, C8_V
mov b, l
add a, b
mov l, a
mov a, [hl]
pop b
push hl
push a
mov hl, C8_V
mov a, l
add a, b
mov l, a
mov b, [hl]
pop a
pop hl
cmp a, b
jz _equal
mov x, C8_PC
mov hl, [x]
inc hl
inc hl
mov [x], hl
_equal:
jmp MainLoop
opcodeA:
and h, $0F
add hl, C8_OFFSET
mov [C8_I], hl
jmp MainLoop
opcodeB:
jmp MainLoop
opcodeC:
jmp MainLoop
opcodeD:
mov x, [C8_I]
call CopySpriteToScreen
jmp MainLoop
opcodeE:
jmp MainLoop
opcodeF:
mov a, l
xor a, $1E
jz opcodeFX1E
mov a, l
xor a, $29
jz opcodeFX29
mov a, l
xor a, $33
jz opcodeFX33
mov a, l
xor a, $55
jz opcodeFX55
mov a, l
xor a, $65
jz opcodeFX65
jmp MainLoop
opcodeFX1E:
mov b, 0
mov a, h
and a, $0F
mov hl, C8_V
add hl, ba
mov a, [hl]
mov hl, C8_I
add [hl], a
jmp MainLoop
opcodeFX29:
mov b, 0
mov a, h
and a, $0F
mov hl, C8_V
add hl, ba
mov a, [hl]
mov l, 5
mul l, a
add hl, font
mov x, C8_I
mov [x], hl
jmp MainLoop
opcodeFX33:
mov b, h
and b, $0F
mov hl, C8_V
mov a, l
add a, b
mov l, a
mov l, [hl]
mov h, 0
mov x, [C8_I]
push hl
mov a, 100
div hl, a
mov [x], l
inc x
pop hl
push hl
mov a, 10
div hl, a
mov h, 0
div hl, a
mov [x], h
inc x
pop hl
mov a, 100
div hl, a
mov a, 10
mov l, h
mov h, 0
div hl, a
mov [x], h
jmp MainLoop
opcodeFX55:
mov b, h
and b, $0F
inc b
mov hl, C8_V
mov x, [C8_I]
_storeLoop:
mov [x], [hl]
inc x
inc hl
jdbnz _storeLoop
;mov [C8_I], x
jmp MainLoop
opcodeFX65:
mov b, h
and b, $0F
inc b
mov hl, C8_V
mov x, [C8_I]
_storeLoop:
mov [hl], [x]
inc x
inc hl
jdbnz _storeLoop
;mov [C8_I], x
jmp MainLoop
;-----------------------------------------------------------------------------
; Delay
;-----------------------------------------------------------------------------
Delay:
push x
mov x, 0
_loop:
test [nn+BUTTONS], BUTTON_POWER
jnz _dont_suspend
int IntSuspend
_dont_suspend:
dec x
jnz _loop
pop x
ret
;-----------------------------------------------------------------------------
; Init
; init display to blit mode
;-----------------------------------------------------------------------------
Init:
movw nn, IO_BEGIN
movb [nn+VIDEO_0], $01+$08 # set blit mode
movb [nn+VIDEO_1], $01+$08 # enable video
ret
CopyROMtoRAM:
mov x, gameROM
mov y, C8_ROM
mov hl, endGameROM - gameROM
_loop:
mov [y], [x]
inc x
inc y
dec hl
jnzb _loop
ret
;-----------------------------------------------------------------------------
; CopySpriteToScreen
; display sprite from x
;-----------------------------------------------------------------------------
RotateSprite:
push hl
;memCopy
mov b, l
and b, $0F
mov hl, $1310
_memCopyLoop:
mov [hl], [x]
inc hl
inc x
jdbnz _memCopyLoop
pop hl
push hl
mov x, $1317
mov hl, $1300
mov n, 8
_sprite_row_loop:
mov b, 8
_sprite_bit_loop:
mov a, [x]
shl a
mov [x], a
rolc [hl]
inc hl
jdbnz _sprite_bit_loop
dec x
sub hl, 8
dec n
jnz _sprite_row_loop
cmp x, $1317
jz _done
mov x, $131F
mov hl, $1308
mov n, 8
jmp _sprite_row_loop
_done:
pop ba
ret
DoSpriteAttributeStuff: