Comments (3)
Hmm... I'm actually not sure what happens. It's a good bug, though. :-)
The 1802 used 16-bit registers, so it's highly unlikely that reading past 0xFFF would result in wrapping as opposed to just continuing to read whatever was in memory beyond that location. If it did wrap, it would likely wrap to 0xF00. But again, I doubt it. Do you know for certain what it would actually do?
I should certainly fix it to not crash, but my gut says that reading/writing beyond 0xFFF should either not do anything or should read/write 0's.
from chip-8.
Do you know for certain what it would actually do?
Duh, I don't know...
I am just only know how the CHIP-8 emulator works, less know about it's real hardware ;_;)
It is better to read zeroes and clip writing 'w')
Anyway, I have another Issue
That is, Unknown OpCode, such as 0000 terminates the program.
(that wip guess number game, terminates the program)
Eh, for unknown OpCode, in real hardware will ignores it or halt?
Collision detection for Y position over 0x1f, vf should be zero,
(especially for my maze game, the player can pass top most position)
Nah, for your Chip-8 emulator screen, for X sprite wrapping, for example drawing sprite at X position 0x40,
It's should wrap to next Y position or... wrap to same Y position?
That's why it's glitches an UFO game... ._.)
Err... Super-Chip-8's Vertical Scrolling Instruction should able to run in CHIP-8 mode?
(It can't scroll screen in lowres mode...
In case for testing, falling stars scroll included)
Check out my Chip-8/SuperChip-8 emulator that written in scratch ;-)
KChip-8 (Chip-8 Emu) on Scratch
Sincerely, Thanks~
A-KouZ1
from chip-8.
Fixed with recent commit. Reading past 0xFFF will read 0's and writing will be ignored.
from chip-8.
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from chip-8.