Quote:
Originally Posted by refraction
CHIP8
thats my version of the document, myself and doomulation appended a couple of the opcodes to clarify the workings on some of them, the original doc wasnt very clear on them, but we found out the hard way  (for example, the Draw function for 16x16 and BCD)
nope, theres been a million chip8 emus, so its hard to remember each one  but success in actually getting the emu to do something is good. my first one was awful too, it was a complete dos text engine, using # as pixels, then doing a cls after each frame and redrawing, was horrid and did about 2fps on a modern machine 
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Mine used OpenGL for graphics and used GL_QUADS for sprites (using a 2D orthographic projection). I've seen others used render-to-texture and stuff like that, but IMO that's overkill

One problem was the fact that I was too lazy to write a built in debugger thus making me realize how important it is to have one that can show the state of the machine and can show the rom's assembly code.
You know what? All this kinda makes me want to rewrite ChipAint just for fun

I'm now getting some more time on my hands to do other projects (and hopefully resurrect some others that I've left to rot) and tbh I was getting a bit lazy lately [due to distractions of the home], so I think I can do it and make it work decently this time
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