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β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•— β–ˆβ–ˆβ•— β–ˆβ–ˆβ•—      β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•—β–ˆβ–ˆβ•—  β–ˆβ–ˆβ•—β–ˆβ–ˆβ•—β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•—        β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•— 
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β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•—  β•šβ–ˆβ–ˆβ•”β•β–ˆβ–ˆβ•”β•    β–ˆβ–ˆβ•‘     β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•‘β–ˆβ–ˆβ•‘β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•”β•β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•—β•šβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•”β•
β–ˆβ–ˆβ•”β•β•β•  β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•—    β–ˆβ–ˆβ•‘     β–ˆβ–ˆβ•”β•β•β–ˆβ–ˆβ•‘β–ˆβ–ˆβ•‘β–ˆβ–ˆβ•”β•β•β•β• β•šβ•β•β•β•β•β–ˆβ–ˆβ•”β•β•β–ˆβ–ˆβ•—
β–ˆβ–ˆβ•‘     β•šβ–ˆβ–ˆβ•”β•β–ˆβ–ˆβ•”β•    β•šβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•—β–ˆβ–ˆβ•‘  β–ˆβ–ˆβ•‘β–ˆβ–ˆβ•‘β–ˆβ–ˆβ•‘           β•šβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•”β•
β•šβ•β•      β•šβ•β• β•šβ•β•      β•šβ•β•β•β•β•β•β•šβ•β•  β•šβ•β•β•šβ•β•β•šβ•β•            β•šβ•β•β•β•β• 

What it says on the tin.

Screenshot playing Tetris

Update

I've started putting another version together with C on the Raylib library which can be found here: https://github.com/MattDrivenDev/raychip-8.

Suggestions of things to do:

  • Make it (more) functional
    • Encapsulate all of the stateful data as a type that can be filtered through each iteration/tick - meaning it can be immutable
  • Make sound work
    • The Sound Timer (ST) is implemented but isn't doing anything.
  • Make more use of the DOUBLEBUFFER
    • It's used only for performance at the moment to know which pixels/cells to draw each tick
    • Could be used to draw when pixels/cells are redrawn (the flickering of sprites I think would be solved)
  • Add DEBUG UI
    • Add more UI where the game screen becomes just a small part of the emulator window
    • Use additional space to give graphical representation of the Memory, Registers and where the PC is pointing in memory etc.

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A Chip-8 emulator written as a (not so functional) F# script

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