mirror of
https://github.com/Candygoblen123/SwiftNES.git
synced 2024-11-24 18:06:47 -06:00
test snake game
This commit is contained in:
parent
c441014511
commit
5bdfebdf13
@ -1,3 +1,6 @@
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import Foundation
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import SDL
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enum AddressingMode {
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enum AddressingMode {
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case Immediate
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case Immediate
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case ZeroPage
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case ZeroPage
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@ -61,7 +64,6 @@ class CPU {
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return base &+ UInt16(register_y)
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return base &+ UInt16(register_y)
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case .Indirect_X:
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case .Indirect_X:
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let base = memRead(programCounter)
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let base = memRead(programCounter)
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let ptr = UInt8(base) &+ register_x
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let ptr = UInt8(base) &+ register_x
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let lo = memRead(UInt16(ptr))
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let lo = memRead(UInt16(ptr))
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let hi = memRead(UInt16(ptr &+ 1))
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let hi = memRead(UInt16(ptr &+ 1))
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@ -101,21 +103,24 @@ class CPU {
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}
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}
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func run() {
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func run() {
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run {
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run {}
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}
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}
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}
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func run(callback: () -> ()) {
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func run(callback: @escaping () -> ()) {
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let opcodes = OPCODES_MAP
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let opcodes = OPCODES_MAP
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Timer.scheduledTimer(withTimeInterval: 0.00007, repeats: true) { [self] timer in
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processOpcodes(callback: callback, opcodes: opcodes, timer: timer)
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}
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}
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while true {
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func processOpcodes(callback: () -> (), opcodes: [UInt8: OpCode], timer: Timer) {
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callback()
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callback()
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let code = memRead(programCounter)
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let code = memRead(programCounter)
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programCounter += 1
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programCounter += 1
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let programCounterState = programCounter
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let programCounterState = programCounter
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guard let opcode = opcodes[code] else {fatalError("OpCode \(code) not recgonized!")}
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guard let opcode = opcodes[code] else {fatalError("OpCode \(code) not recgonized!")}
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// print(programCounter, opcode.mnemonic)
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switch code {
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switch code {
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/// LDA
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/// LDA
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@ -249,7 +254,7 @@ class CPU {
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case 0xa0, 0xa4, 0xb4, 0xac, 0xbc:
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case 0xa0, 0xa4, 0xb4, 0xac, 0xbc:
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ldy(opcode.mode)
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ldy(opcode.mode)
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case 0xea:
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case 0xea:
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continue
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return
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case 0xa8:
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case 0xa8:
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register_y = register_x
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register_y = register_x
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updateZeroAndNegativeFlags(register_y)
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updateZeroAndNegativeFlags(register_y)
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@ -272,7 +277,10 @@ class CPU {
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inx()
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inx()
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/// BRK
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/// BRK
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case 0x00:
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case 0x00:
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return
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timer.invalidate()
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SDL_DestroyWindow(window)
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SDL_Quit()
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exit(0)
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default: fatalError("TODO!")
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default: fatalError("TODO!")
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}
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}
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@ -280,7 +288,6 @@ class CPU {
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programCounter += UInt16(opcode.len - 1)
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programCounter += UInt16(opcode.len - 1)
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}
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}
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}
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}
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}
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func updateZeroAndNegativeFlags(_ result: UInt8) {
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func updateZeroAndNegativeFlags(_ result: UInt8) {
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if result == 0 {
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if result == 0 {
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@ -323,7 +330,7 @@ class CPU {
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status.remove(.carry)
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status.remove(.carry)
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}
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}
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let result = UInt8(sum)
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let result = UInt8(truncatingIfNeeded: sum)
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if (data ^ result) & (result ^ register_a) & 0x80 != 0 {
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if (data ^ result) & (result ^ register_a) & 0x80 != 0 {
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status.insert(.overflow)
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status.insert(.overflow)
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@ -373,7 +380,6 @@ class CPU {
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func branch(_ condition: Bool) {
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func branch(_ condition: Bool) {
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if condition {
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if condition {
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let addr = memRead(programCounter)
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let addr = memRead(programCounter)
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// print(addr)
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let jump: Int8 = Int8(bitPattern: addr)
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let jump: Int8 = Int8(bitPattern: addr)
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let jump_addr = programCounter &+ 1 &+ UInt16(bitPattern: Int16(jump))
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let jump_addr = programCounter &+ 1 &+ UInt16(bitPattern: Int16(jump))
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@ -61,8 +61,8 @@ extension CPU {
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func sbc(_ mode: AddressingMode) {
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func sbc(_ mode: AddressingMode) {
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let addr = getOpperandAddress(mode)
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let addr = getOpperandAddress(mode)
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let data = memRead(addr)
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let data = memRead(addr)
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let res = Int8(data) &* -1
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let res = Int8(bitPattern: data) &* -1
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addToRegisterA(UInt8(res &- 1))
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addToRegisterA(UInt8(bitPattern: res &- 1))
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}
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}
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func adc(_ mode: AddressingMode) {
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func adc(_ mode: AddressingMode) {
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@ -2,6 +2,7 @@
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// https://docs.swift.org/swift-book
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// https://docs.swift.org/swift-book
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import SDL
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import SDL
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import Foundation
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guard SDL_Init(SDL_INIT_VIDEO) == 0 else {
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guard SDL_Init(SDL_INIT_VIDEO) == 0 else {
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fatalError("SDL could not initialize! SDL_Error: \(String(cString: SDL_GetError()))")
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fatalError("SDL could not initialize! SDL_Error: \(String(cString: SDL_GetError()))")
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@ -17,6 +18,81 @@ let canvas = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC.rawValue)
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SDL_RenderSetScale(canvas, 10.0, 10.0)
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SDL_RenderSetScale(canvas, 10.0, 10.0)
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var texture = SDL_CreateTexture(canvas, SDL_PIXELFORMAT_RGB24.rawValue, Int32(SDL_TEXTUREACCESS_TARGET.rawValue), 32, 32)
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var event = SDL_Event()
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var quit = false
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func handleUserInput(_ cpu: CPU, event: inout SDL_Event) {
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while SDL_PollEvent(&event) > 0 {
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if event.type == SDL_QUIT.rawValue {
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SDL_DestroyWindow(window)
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SDL_Quit()
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exit(0)
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}
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if event.type == SDL_KEYDOWN.rawValue {
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switch SDL_KeyCode(UInt32(event.key.keysym.sym)) {
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case SDLK_ESCAPE:
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SDL_DestroyWindow(window)
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SDL_Quit()
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exit(0)
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case SDLK_w:
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cpu.memWrite(0xff, data: 0x77)
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case SDLK_a:
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cpu.memWrite(0xff, data: 0x61)
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case SDLK_s:
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cpu.memWrite(0xff, data: 0x73)
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case SDLK_d:
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cpu.memWrite(0xff, data: 0x64)
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default:
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continue
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}
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}
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}
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}
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func color(_ byte: UInt8) -> SDL_Color {
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switch byte{
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case 0:
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return SDL_Color(r: 0, g: 0, b: 0, a: 255)
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case 1:
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return SDL_Color(r: 255, g: 255, b: 255, a: 255)
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case 2, 9:
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return SDL_Color(r: 128, g: 128, b: 128, a: 255)
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case 3, 10:
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return SDL_Color(r: 255, g: 0, b: 0, a: 255)
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case 4, 11:
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return SDL_Color(r: 0, g: 255, b: 0, a: 255)
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case 5, 12:
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return SDL_Color(r: 0, g: 0, b: 255, a: 255)
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case 6, 13:
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return SDL_Color(r: 255, g: 0, b: 255, a: 255)
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case 7, 14:
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return SDL_Color(r: 255, g: 255, b: 0, a: 255)
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default:
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return SDL_Color(r: 0, g: 255, b: 255, a: 255)
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}
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}
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func readScreenState(_ cpu: CPU, frame: inout [UInt8]) -> Bool {
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var frame_idx = 0
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var update = false
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for i in 0x0200..<0x600 {
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let color_idx = cpu.memRead(UInt16(i))
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let color = color(color_idx)
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let (b1, b2, b3) = (color.r, color.b, color.g)
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if frame[frame_idx] != b1 || frame[frame_idx + 1] != b2 || frame[frame_idx + 2] != b3 {
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frame[frame_idx] = b1;
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frame[frame_idx + 1] = b2;
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frame[frame_idx + 2] = b3;
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update = true;
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}
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frame_idx += 3
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}
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return update
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}
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let gameCode: [UInt8] = [
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let gameCode: [UInt8] = [
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0x20, 0x06, 0x06, 0x20, 0x38, 0x06, 0x20, 0x0d, 0x06, 0x20, 0x2a, 0x06, 0x60, 0xa9, 0x02, 0x85,
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0x20, 0x06, 0x06, 0x20, 0x38, 0x06, 0x20, 0x0d, 0x06, 0x20, 0x2a, 0x06, 0x60, 0xa9, 0x02, 0x85,
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@ -41,19 +117,23 @@ let gameCode: [UInt8] = [
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0xea, 0xca, 0xd0, 0xfb, 0x60
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0xea, 0xca, 0xd0, 0xfb, 0x60
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]
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]
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print(gameCode[32])
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var cpu = CPU()
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var cpu = CPU()
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cpu.load(gameCode)
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cpu.load(gameCode)
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cpu.reset()
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cpu.reset()
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cpu.run {
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var screenState = [UInt8](repeating: 0, count: 32 * 3 * 32)
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// TODO:
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var rng = SystemRandomNumberGenerator()
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// read user input and write it to mem[0xFF]
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// update mem[0xFE] with new Random Number
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// read mem mapped screen state
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// render screen state
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cpu.run() {
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handleUserInput(cpu, event: &event)
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cpu.memWrite(0xfe, data: UInt8.random(in: 1...16, using: &rng))
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if readScreenState(cpu, frame: &screenState) {
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SDL_UpdateTexture(texture, nil, screenState, 32 * 3)
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SDL_RenderCopy(canvas, texture, nil, nil)
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SDL_RenderPresent(canvas)
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}
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}
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}
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// Infinite loop otherwise the program will exit prematurely
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RunLoop.main.run()
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