Repository files navigation

Chip8 emulator written in C#

The aim of this project is to study retro emulation and low level hardware architectures. For the time being it does not aim for ease of use (though it's mostly configurable) or full compatibility.

Current version includes:

  • All 36 CPU instructions emulated along with correct memory, registers and stack behavior
  • Multi-threaded timers
  • GPU accelerated renderer and upscaling
  • Configurable (although a bit cumbersome) keybinds, cpu speed, resolution

So far it seems to play most of the games I've tested, except for 'modern' titles that require >4Kb of memory.

Glitch Ghost rom
image

Cpu test rom
image

You can configure some of the parameters by modifying appsettings.json file:

  • CyclesPerSecond (Max: 1000) and OperationsPerCycle (Max: Not yet defined, but I've tested it using value of 100000) control your execution speed. Theoretically the speed of execution is equal to CyclesPerSecond * OperationsPerCycle.
    For best accuracy (however it is defined in Chip8) it is probably best to leave OperationsPerCycle=2.
  • GpuTickRate should be generally set to 60hz/60fps, but you can set it up to 1000, keep in mind it will only increase rendering refresh rate, not the in-game speed.
  • WindowWidth and WindowHeight can be set to whatever resolution you want and the image should be upscaled, unless you're trying to render it below the minimum of 64x32 pixels (x1, no scaling).
  • Filename can be either relative or absolute.
  • Keymap relies on SDL Keycodes: https://wiki.libsdl.org/SDL2/SDL_Keycode Keep in mind that chip8 specification has no standardized controls, so you need to configure key binding per game.

Default configuration I've used to test glitch ghost game:

{
"EmulatorSettings": {
"LogLevel": "Information",
"CyclesPerSecond": 700,
"OperationsPerCycle": 2,
"WindowWidth": 1920,
"WindowHeight": 1080,
"GpuTickRate": 60,
"Filename": "Roms/glitchGhost.ch8",
"Keymap": {
"SDLK_0": "0x0",
"SDLK_1": "0x1",
"SDLK_2": "0x2",
"SDLK_3": "0x3",
"SDLK_4": "0x4",
"SDLK_UP": "0x5",
"SDLK_SPACE": "0x6",
"SDLK_LEFT": "0x7",
"SDLK_DOWN": "0x8",
"SDLK_RIGHT": "0x9",
"SDLK_q": "0xA",
"SDLK_w": "0xB",
"SDLK_e": "0xC",
"SDLK_r": "0xD",
"SDLK_t": "0xE",
"SDLK_y": "0xF"
}
}
}

Parts that could be improved:

  • Rom loading and configuration via GUI
  • Sound output, the code is mostly there, but I didn't bother coupling SDL Mixer yet
  • Image flickering countermeasures

Links that I found particularly useful:

About

No description, website, or topics provided.

Resources

Stars

2 stars

Watchers

1 watching

Forks

Releases

Packages

Used by

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Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
 blocks
(function() {
function addCopyButtons() {
document.querySelectorAll('pre code').forEach(function(codeBlock) {
if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;
codeBlock.parentElement.setAttribute('data-copy-added', 'true');
var btn = document.createElement('button');
btn.textContent = 'Copy';
btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';
btn.onmouseover = function() { this.style.opacity = '1'; };
btn.onmouseout = function() { this.style.opacity = '0.7'; };
btn.onclick = function() {
navigator.clipboard.writeText(codeBlock.textContent).then(function() {
btn.textContent = 'Copied!';
setTimeout(function() { btn.textContent = 'Copy'; }, 1500);
});
};
codeBlock.parentElement.style.position = 'relative';
codeBlock.parentElement.appendChild(btn);
});
}
addCopyButtons();
// Re-run on dynamic content
var observer = new MutationObserver(addCopyButtons);
observer.observe(document.body, { childList: true, subtree: true });
})();
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Repository files navigation

Chip8 emulator written in C#

The aim of this project is to study retro emulation and low level hardware architectures. For the time being it does not aim for ease of use (though it's mostly configurable) or full compatibility.

Current version includes:

  • All 36 CPU instructions emulated along with correct memory, registers and stack behavior
  • Multi-threaded timers
  • GPU accelerated renderer and upscaling
  • Configurable (although a bit cumbersome) keybinds, cpu speed, resolution

So far it seems to play most of the games I've tested, except for 'modern' titles that require >4Kb of memory.

Glitch Ghost rom
image

Cpu test rom
image

You can configure some of the parameters by modifying appsettings.json file:

  • CyclesPerSecond (Max: 1000) and OperationsPerCycle (Max: Not yet defined, but I've tested it using value of 100000) control your execution speed. Theoretically the speed of execution is equal to CyclesPerSecond * OperationsPerCycle.
    For best accuracy (however it is defined in Chip8) it is probably best to leave OperationsPerCycle=2.
  • GpuTickRate should be generally set to 60hz/60fps, but you can set it up to 1000, keep in mind it will only increase rendering refresh rate, not the in-game speed.
  • WindowWidth and WindowHeight can be set to whatever resolution you want and the image should be upscaled, unless you're trying to render it below the minimum of 64x32 pixels (x1, no scaling).
  • Filename can be either relative or absolute.
  • Keymap relies on SDL Keycodes: https://wiki.libsdl.org/SDL2/SDL_Keycode Keep in mind that chip8 specification has no standardized controls, so you need to configure key binding per game.

Default configuration I've used to test glitch ghost game:

{
"EmulatorSettings": {
"LogLevel": "Information",
"CyclesPerSecond": 700,
"OperationsPerCycle": 2,
"WindowWidth": 1920,
"WindowHeight": 1080,
"GpuTickRate": 60,
"Filename": "Roms/glitchGhost.ch8",
"Keymap": {
"SDLK_0": "0x0",
"SDLK_1": "0x1",
"SDLK_2": "0x2",
"SDLK_3": "0x3",
"SDLK_4": "0x4",
"SDLK_UP": "0x5",
"SDLK_SPACE": "0x6",
"SDLK_LEFT": "0x7",
"SDLK_DOWN": "0x8",
"SDLK_RIGHT": "0x9",
"SDLK_q": "0xA",
"SDLK_w": "0xB",
"SDLK_e": "0xC",
"SDLK_r": "0xD",
"SDLK_t": "0xE",
"SDLK_y": "0xF"
}
}
}

Parts that could be improved:

  • Rom loading and configuration via GUI
  • Sound output, the code is mostly there, but I didn't bother coupling SDL Mixer yet
  • Image flickering countermeasures

Links that I found particularly useful:

About

No description, website, or topics provided.

Resources

Stars

2 stars

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation

Chip8 emulator written in C#

The aim of this project is to study retro emulation and low level hardware architectures. For the time being it does not aim for ease of use (though it's mostly configurable) or full compatibility.

Current version includes:

  • All 36 CPU instructions emulated along with correct memory, registers and stack behavior
  • Multi-threaded timers
  • GPU accelerated renderer and upscaling
  • Configurable (although a bit cumbersome) keybinds, cpu speed, resolution

So far it seems to play most of the games I've tested, except for 'modern' titles that require >4Kb of memory.

Glitch Ghost rom
image

Cpu test rom
image

You can configure some of the parameters by modifying appsettings.json file:

  • CyclesPerSecond (Max: 1000) and OperationsPerCycle (Max: Not yet defined, but I've tested it using value of 100000) control your execution speed. Theoretically the speed of execution is equal to CyclesPerSecond * OperationsPerCycle.
    For best accuracy (however it is defined in Chip8) it is probably best to leave OperationsPerCycle=2.
  • GpuTickRate should be generally set to 60hz/60fps, but you can set it up to 1000, keep in mind it will only increase rendering refresh rate, not the in-game speed.
  • WindowWidth and WindowHeight can be set to whatever resolution you want and the image should be upscaled, unless you're trying to render it below the minimum of 64x32 pixels (x1, no scaling).
  • Filename can be either relative or absolute.
  • Keymap relies on SDL Keycodes: https://wiki.libsdl.org/SDL2/SDL_Keycode Keep in mind that chip8 specification has no standardized controls, so you need to configure key binding per game.

Default configuration I've used to test glitch ghost game:

{
"EmulatorSettings": {
"LogLevel": "Information",
"CyclesPerSecond": 700,
"OperationsPerCycle": 2,
"WindowWidth": 1920,
"WindowHeight": 1080,
"GpuTickRate": 60,
"Filename": "Roms/glitchGhost.ch8",
"Keymap": {
"SDLK_0": "0x0",
"SDLK_1": "0x1",
"SDLK_2": "0x2",
"SDLK_3": "0x3",
"SDLK_4": "0x4",
"SDLK_UP": "0x5",
"SDLK_SPACE": "0x6",
"SDLK_LEFT": "0x7",
"SDLK_DOWN": "0x8",
"SDLK_RIGHT": "0x9",
"SDLK_q": "0xA",
"SDLK_w": "0xB",
"SDLK_e": "0xC",
"SDLK_r": "0xD",
"SDLK_t": "0xE",
"SDLK_y": "0xF"
}
}
}

Parts that could be improved:

  • Rom loading and configuration via GUI
  • Sound output, the code is mostly there, but I didn't bother coupling SDL Mixer yet
  • Image flickering countermeasures

Links that I found particularly useful:

About

No description, website, or topics provided.

Resources

Stars

2 stars

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation

Chip8 emulator written in C#

The aim of this project is to study retro emulation and low level hardware architectures. For the time being it does not aim for ease of use (though it's mostly configurable) or full compatibility.

Current version includes:

  • All 36 CPU instructions emulated along with correct memory, registers and stack behavior
  • Multi-threaded timers
  • GPU accelerated renderer and upscaling
  • Configurable (although a bit cumbersome) keybinds, cpu speed, resolution

So far it seems to play most of the games I've tested, except for 'modern' titles that require >4Kb of memory.

Glitch Ghost rom
image

Cpu test rom
image

You can configure some of the parameters by modifying appsettings.json file:

  • CyclesPerSecond (Max: 1000) and OperationsPerCycle (Max: Not yet defined, but I've tested it using value of 100000) control your execution speed. Theoretically the speed of execution is equal to CyclesPerSecond * OperationsPerCycle.
    For best accuracy (however it is defined in Chip8) it is probably best to leave OperationsPerCycle=2.
  • GpuTickRate should be generally set to 60hz/60fps, but you can set it up to 1000, keep in mind it will only increase rendering refresh rate, not the in-game speed.
  • WindowWidth and WindowHeight can be set to whatever resolution you want and the image should be upscaled, unless you're trying to render it below the minimum of 64x32 pixels (x1, no scaling).
  • Filename can be either relative or absolute.
  • Keymap relies on SDL Keycodes: https://wiki.libsdl.org/SDL2/SDL_Keycode Keep in mind that chip8 specification has no standardized controls, so you need to configure key binding per game.

Default configuration I've used to test glitch ghost game:

{
"EmulatorSettings": {
"LogLevel": "Information",
"CyclesPerSecond": 700,
"OperationsPerCycle": 2,
"WindowWidth": 1920,
"WindowHeight": 1080,
"GpuTickRate": 60,
"Filename": "Roms/glitchGhost.ch8",
"Keymap": {
"SDLK_0": "0x0",
"SDLK_1": "0x1",
"SDLK_2": "0x2",
"SDLK_3": "0x3",
"SDLK_4": "0x4",
"SDLK_UP": "0x5",
"SDLK_SPACE": "0x6",
"SDLK_LEFT": "0x7",
"SDLK_DOWN": "0x8",
"SDLK_RIGHT": "0x9",
"SDLK_q": "0xA",
"SDLK_w": "0xB",
"SDLK_e": "0xC",
"SDLK_r": "0xD",
"SDLK_t": "0xE",
"SDLK_y": "0xF"
}
}
}

Parts that could be improved:

  • Rom loading and configuration via GUI
  • Sound output, the code is mostly there, but I didn't bother coupling SDL Mixer yet
  • Image flickering countermeasures

Links that I found particularly useful:

About

No description, website, or topics provided.

Resources

Stars

2 stars

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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Repository files navigation

Chip8 emulator written in C#

The aim of this project is to study retro emulation and low level hardware architectures. For the time being it does not aim for ease of use (though it's mostly configurable) or full compatibility.

Current version includes:

  • All 36 CPU instructions emulated along with correct memory, registers and stack behavior
  • Multi-threaded timers
  • GPU accelerated renderer and upscaling
  • Configurable (although a bit cumbersome) keybinds, cpu speed, resolution

So far it seems to play most of the games I've tested, except for 'modern' titles that require >4Kb of memory.

Glitch Ghost rom
image

Cpu test rom
image

You can configure some of the parameters by modifying appsettings.json file:

  • CyclesPerSecond (Max: 1000) and OperationsPerCycle (Max: Not yet defined, but I've tested it using value of 100000) control your execution speed. Theoretically the speed of execution is equal to CyclesPerSecond * OperationsPerCycle.
    For best accuracy (however it is defined in Chip8) it is probably best to leave OperationsPerCycle=2.
  • GpuTickRate should be generally set to 60hz/60fps, but you can set it up to 1000, keep in mind it will only increase rendering refresh rate, not the in-game speed.
  • WindowWidth and WindowHeight can be set to whatever resolution you want and the image should be upscaled, unless you're trying to render it below the minimum of 64x32 pixels (x1, no scaling).
  • Filename can be either relative or absolute.
  • Keymap relies on SDL Keycodes: https://wiki.libsdl.org/SDL2/SDL_Keycode Keep in mind that chip8 specification has no standardized controls, so you need to configure key binding per game.

Default configuration I've used to test glitch ghost game:

{
"EmulatorSettings": {
"LogLevel": "Information",
"CyclesPerSecond": 700,
"OperationsPerCycle": 2,
"WindowWidth": 1920,
"WindowHeight": 1080,
"GpuTickRate": 60,
"Filename": "Roms/glitchGhost.ch8",
"Keymap": {
"SDLK_0": "0x0",
"SDLK_1": "0x1",
"SDLK_2": "0x2",
"SDLK_3": "0x3",
"SDLK_4": "0x4",
"SDLK_UP": "0x5",
"SDLK_SPACE": "0x6",
"SDLK_LEFT": "0x7",
"SDLK_DOWN": "0x8",
"SDLK_RIGHT": "0x9",
"SDLK_q": "0xA",
"SDLK_w": "0xB",
"SDLK_e": "0xC",
"SDLK_r": "0xD",
"SDLK_t": "0xE",
"SDLK_y": "0xF"
}
}
}

Parts that could be improved:

  • Rom loading and configuration via GUI
  • Sound output, the code is mostly there, but I didn't bother coupling SDL Mixer yet
  • Image flickering countermeasures

Links that I found particularly useful:

About

No description, website, or topics provided.

Resources

Stars

2 stars

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation

Chip8 emulator written in C#

The aim of this project is to study retro emulation and low level hardware architectures. For the time being it does not aim for ease of use (though it's mostly configurable) or full compatibility.

Current version includes:

  • All 36 CPU instructions emulated along with correct memory, registers and stack behavior
  • Multi-threaded timers
  • GPU accelerated renderer and upscaling
  • Configurable (although a bit cumbersome) keybinds, cpu speed, resolution

So far it seems to play most of the games I've tested, except for 'modern' titles that require >4Kb of memory.

Glitch Ghost rom
image

Cpu test rom
image

You can configure some of the parameters by modifying appsettings.json file:

  • CyclesPerSecond (Max: 1000) and OperationsPerCycle (Max: Not yet defined, but I've tested it using value of 100000) control your execution speed. Theoretically the speed of execution is equal to CyclesPerSecond * OperationsPerCycle.
    For best accuracy (however it is defined in Chip8) it is probably best to leave OperationsPerCycle=2.
  • GpuTickRate should be generally set to 60hz/60fps, but you can set it up to 1000, keep in mind it will only increase rendering refresh rate, not the in-game speed.
  • WindowWidth and WindowHeight can be set to whatever resolution you want and the image should be upscaled, unless you're trying to render it below the minimum of 64x32 pixels (x1, no scaling).
  • Filename can be either relative or absolute.
  • Keymap relies on SDL Keycodes: https://wiki.libsdl.org/SDL2/SDL_Keycode Keep in mind that chip8 specification has no standardized controls, so you need to configure key binding per game.

Default configuration I've used to test glitch ghost game:

{
"EmulatorSettings": {
"LogLevel": "Information",
"CyclesPerSecond": 700,
"OperationsPerCycle": 2,
"WindowWidth": 1920,
"WindowHeight": 1080,
"GpuTickRate": 60,
"Filename": "Roms/glitchGhost.ch8",
"Keymap": {
"SDLK_0": "0x0",
"SDLK_1": "0x1",
"SDLK_2": "0x2",
"SDLK_3": "0x3",
"SDLK_4": "0x4",
"SDLK_UP": "0x5",
"SDLK_SPACE": "0x6",
"SDLK_LEFT": "0x7",
"SDLK_DOWN": "0x8",
"SDLK_RIGHT": "0x9",
"SDLK_q": "0xA",
"SDLK_w": "0xB",
"SDLK_e": "0xC",
"SDLK_r": "0xD",
"SDLK_t": "0xE",
"SDLK_y": "0xF"
}
}
}

Parts that could be improved:

  • Rom loading and configuration via GUI
  • Sound output, the code is mostly there, but I didn't bother coupling SDL Mixer yet
  • Image flickering countermeasures

Links that I found particularly useful:

About

No description, website, or topics provided.

Resources

Stars

2 stars

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Chip8 emulator written in C#

The aim of this project is to study retro emulation and low level hardware architectures. For the time being it does not aim for ease of use (though it's mostly configurable) or full compatibility.

Current version includes:

  • All 36 CPU instructions emulated along with correct memory, registers and stack behavior
  • Multi-threaded timers
  • GPU accelerated renderer and upscaling
  • Configurable (although a bit cumbersome) keybinds, cpu speed, resolution

So far it seems to play most of the games I've tested, except for 'modern' titles that require >4Kb of memory.

Glitch Ghost rom
image

Cpu test rom
image

You can configure some of the parameters by modifying appsettings.json file:

  • CyclesPerSecond (Max: 1000) and OperationsPerCycle (Max: Not yet defined, but I've tested it using value of 100000) control your execution speed. Theoretically the speed of execution is equal to CyclesPerSecond * OperationsPerCycle.
    For best accuracy (however it is defined in Chip8) it is probably best to leave OperationsPerCycle=2.
  • GpuTickRate should be generally set to 60hz/60fps, but you can set it up to 1000, keep in mind it will only increase rendering refresh rate, not the in-game speed.
  • WindowWidth and WindowHeight can be set to whatever resolution you want and the image should be upscaled, unless you're trying to render it below the minimum of 64x32 pixels (x1, no scaling).
  • Filename can be either relative or absolute.
  • Keymap relies on SDL Keycodes: https://wiki.libsdl.org/SDL2/SDL_Keycode Keep in mind that chip8 specification has no standardized controls, so you need to configure key binding per game.

Default configuration I've used to test glitch ghost game:

{
"EmulatorSettings": {
"LogLevel": "Information",
"CyclesPerSecond": 700,
"OperationsPerCycle": 2,
"WindowWidth": 1920,
"WindowHeight": 1080,
"GpuTickRate": 60,
"Filename": "Roms/glitchGhost.ch8",
"Keymap": {
"SDLK_0": "0x0",
"SDLK_1": "0x1",
"SDLK_2": "0x2",
"SDLK_3": "0x3",
"SDLK_4": "0x4",
"SDLK_UP": "0x5",
"SDLK_SPACE": "0x6",
"SDLK_LEFT": "0x7",
"SDLK_DOWN": "0x8",
"SDLK_RIGHT": "0x9",
"SDLK_q": "0xA",
"SDLK_w": "0xB",
"SDLK_e": "0xC",
"SDLK_r": "0xD",
"SDLK_t": "0xE",
"SDLK_y": "0xF"
}
}
}

Parts that could be improved:

  • Rom loading and configuration via GUI
  • Sound output, the code is mostly there, but I didn't bother coupling SDL Mixer yet
  • Image flickering countermeasures

Links that I found particularly useful:

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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Chip8 emulator written in C#

The aim of this project is to study retro emulation and low level hardware architectures. For the time being it does not aim for ease of use (though it's mostly configurable) or full compatibility.

Current version includes:

  • All 36 CPU instructions emulated along with correct memory, registers and stack behavior
  • Multi-threaded timers
  • GPU accelerated renderer and upscaling
  • Configurable (although a bit cumbersome) keybinds, cpu speed, resolution

So far it seems to play most of the games I've tested, except for 'modern' titles that require >4Kb of memory.

Glitch Ghost rom
image

Cpu test rom
image

You can configure some of the parameters by modifying appsettings.json file:

  • CyclesPerSecond (Max: 1000) and OperationsPerCycle (Max: Not yet defined, but I've tested it using value of 100000) control your execution speed. Theoretically the speed of execution is equal to CyclesPerSecond * OperationsPerCycle.
    For best accuracy (however it is defined in Chip8) it is probably best to leave OperationsPerCycle=2.
  • GpuTickRate should be generally set to 60hz/60fps, but you can set it up to 1000, keep in mind it will only increase rendering refresh rate, not the in-game speed.
  • WindowWidth and WindowHeight can be set to whatever resolution you want and the image should be upscaled, unless you're trying to render it below the minimum of 64x32 pixels (x1, no scaling).
  • Filename can be either relative or absolute.
  • Keymap relies on SDL Keycodes: https://wiki.libsdl.org/SDL2/SDL_Keycode Keep in mind that chip8 specification has no standardized controls, so you need to configure key binding per game.

Default configuration I've used to test glitch ghost game:

{
"EmulatorSettings": {
"LogLevel": "Information",
"CyclesPerSecond": 700,
"OperationsPerCycle": 2,
"WindowWidth": 1920,
"WindowHeight": 1080,
"GpuTickRate": 60,
"Filename": "Roms/glitchGhost.ch8",
"Keymap": {
"SDLK_0": "0x0",
"SDLK_1": "0x1",
"SDLK_2": "0x2",
"SDLK_3": "0x3",
"SDLK_4": "0x4",
"SDLK_UP": "0x5",
"SDLK_SPACE": "0x6",
"SDLK_LEFT": "0x7",
"SDLK_DOWN": "0x8",
"SDLK_RIGHT": "0x9",
"SDLK_q": "0xA",
"SDLK_w": "0xB",
"SDLK_e": "0xC",
"SDLK_r": "0xD",
"SDLK_t": "0xE",
"SDLK_y": "0xF"
}
}
}

Parts that could be improved:

  • Rom loading and configuration via GUI
  • Sound output, the code is mostly there, but I didn't bother coupling SDL Mixer yet
  • Image flickering countermeasures

Links that I found particularly useful:

About

No description, website, or topics provided.

Resources

Stars

2 stars

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages