Properly reset emulator state on program start
This doesn't change anything functionally, it just makes the screen black before you load a ROM.
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13af5fd62a
commit
76bff833b5
3 changed files with 32 additions and 28 deletions
28
src/emu.cpp
28
src/emu.cpp
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@ -4,6 +4,34 @@
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#include <iostream>
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#include <array>
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void EmulatorState::reset() {
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for (int i = 0; i < 4096; i++)
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memory[i] = 0;
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PC = program_begin;
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for (int i = 0; i < 12; i++)
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stack[i] = 0;
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stack_pointer = 0;
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I = 0;
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for (int i = 0; i < 16; i++)
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v[i] = 0;
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delay_timer = 0;
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sound_timer = 0;
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for (int y = 0; y < screen_height; y++) {
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for (int x = 0; x < screen_width; x++) {
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pixels[to_coord(x, y)] = 0;
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}
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}
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draw_dirty = true;
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}
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typedef void (*cpu_func)(const uint16_t opcode);
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void null_func(const uint16_t opcode) {
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28
src/emu.hpp
28
src/emu.hpp
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@ -13,33 +13,7 @@ inline int to_coord(int x, int y) {
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}
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struct EmulatorState {
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void reset() {
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for(int i = 0; i < 4096; i++)
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memory[i] = 0;
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PC = program_begin;
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for(int i = 0; i < 12; i++)
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stack[i] = 0;
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stack_pointer = 0;
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I = 0;
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for(int i = 0; i < 16; i++)
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v[i] = 0;
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delay_timer = 0;
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sound_timer = 0;
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for(int y = 0; y < screen_height; y++) {
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for(int x = 0; x < screen_width; x++) {
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pixels[to_coord(x, y)] = 0;
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}
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}
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draw_dirty = true;
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}
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void reset();
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uint8_t memory[4096] = {};
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uint16_t PC = program_begin;
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@ -208,6 +208,8 @@ int main(int argc, char* argv[]) {
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SDL_GL_MakeCurrent(window, gl_context);
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SDL_GL_SetSwapInterval(1);
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state.reset();
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gladLoadGL();
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setup_gfx();
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