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3-corax+.8o
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3-corax+.8o
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# This is an adaptation and extension of the CHIP-8 test rom from corax89,
# original can be found here:
# https://github.com/corax89/chip8-test-rom
# MIT License
#
# Copyright (c) 2019 corax89, 2023,2024 Timendus
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
:alias x0 v8
:alias x1 v9
:alias x2 vA
:alias y vB
:macro drawop A B {
i := A
sprite x0 y 4
i := B
sprite x1 y 4
}
: test-2X-0E
v0 := 1
return
# These opcodes will run if the interpreter doesn't have return (00EE) implemented:
v0 := 2
jump test-2X-0E-hard-return
: main
clear
# Display current version
x0 := 50
y := 26
i := version-0-0
sprite x0 y 4
x0 := 58
i := version-1-0
sprite x0 y 4
# Show output in the first column
x0 := 2
x1 := 6
x2 := 11
y := 1
#################
# Test 3xNN
v5 := 42
v6 := 43
drawop im3 imX
i := image-ok
if v6 != 43 then i := image-no
sprite x2 y 4
#################
# Test 4xNN
y := 6
drawop im4 imX
i := image-no
if v5 == 42 then i := image-ok
sprite x2 y 4
#################
# Test 5xy0
y := 11
drawop im5 imX
i := image-no
if v5 != v6 then i := image-ok
sprite x2 y 4
#################
# Test 7xNN
y := 16
drawop im7 imX
i := image-no
v6 += 255
if v6 == 42 then i := image-ok
sprite x2 y 4
#################
# Test 9xy0
y += 5
drawop im9 imX
i := image-no
if v5 == v6 then i := image-ok
sprite x2 y 4
#################
# Test 1NNN (displayed as 1X)
y += 5
drawop im1 imX
i := image-ok
jump test-1X-pass
i := image-no
: test-1X-pass
sprite x2 y 4
# Show output in the second column
x0 := 18
x1 := 22
x2 := 27
y := 1
#################
# Test calling subroutines (2NNN, displayed as 2X)
drawop im2 imX
v0 := 0
test-2X-0E # Attempt to run a subroutine
: test-2X-0E-hard-return
i := image-ok
if v0 == 0 then i := image-no # Subroutine was never called
sprite x2 y 4
#################
# Test returning from subroutines (00EE, displayed as 0E)
y += 5
drawop im0 imE
i := image-ok
if v0 == 2 then i := image-no # Return didn't work
if v0 != 0 then sprite x2 y 4 # If subroutine wasn't called, return wasn't tested
#################
# Test 8xy0
y += 5
drawop im8 im0
i := image-no
v5 := 42
v7 := 0
v7 := v5
if v7 == 42 then i := image-ok
sprite x2 y 4
#################
# Test 8xy1
y += 5
drawop im8 im1
i := image-no
v6 := 11
v7 := 42
v7 |= v6
if v7 == 43 then i := image-ok
sprite x2 y 4
#################
# Test 8xy2
y += 5
drawop im8 im2
i := image-no
v6 := 120
v7 := 31
v7 &= v6
if v7 == 24 then i := image-ok
sprite x2 y 4
#################
# Test 8xy3
y += 5
drawop im8 im3
i := image-no
v6 := 120
v7 := 31
v7 ^= v6
if v7 == 103 then i := image-ok
sprite x2 y 4
# Show output in the third column
x0 := 34
x1 := 38
x2 := 43
y := 1
#################
# Test 8xy4
drawop im8 im4
i := image-no
v6 := 140
v7 := 140
v7 += v6
if v7 == 24 then i := image-ok
sprite x2 y 4
#################
# Test 8xy5
y += 5
drawop im8 im5
i := image-no
v6 := 140
v7 := 120
v7 -= v6
if v7 == 236 then i := image-ok
sprite x2 y 4
#################
# Test 8xy7
y += 5
drawop im8 im7
i := image-no
v6 := 120
v7 := 140
v7 =- v6
if v7 == 236 then i := image-ok
sprite x2 y 4
#################
# Test 8xy6
y += 5
drawop im8 im6
i := image-no
v6 := 15
v6 >>= v6
if v6 == 7 then i := image-ok
sprite x2 y 4
#################
# Test 8xyE
y += 5
drawop im8 imE
i := image-no
v6 := 224
v6 <<= v6
if v6 == 192 then i := image-ok
sprite x2 y 4
#################
# Test Fx65
y += 5
drawop imF im6
i := scratchpad
load v1
i := image-ok
if v0 != 0xAA then i := image-no
if v1 != 0x55 then i := image-no
sprite x2 y 4
#################
# Test Fx55
x0 := 50
x1 := 54
x2 := 59
y := 1
drawop imF im5
i := scratchpad
v0 := 0
v1 := 48
save v1
i := scratchpad
load v0
v1 := v0
i := scratchpad-plus-1
load v0
i := image-ok
if v0 != 48 then i := image-no
if v1 != 0 then i := image-no
sprite x2 y 4
#################
# Test Fx33
y += 5
drawop imF im3
# N >= 100
i := scratchpad
v6 := 137
bcd v6
load v2
i := image-no
if v0 != 1 then jump fx33-fail
if v1 != 3 then jump fx33-fail
if v2 != 7 then jump fx33-fail
# N < 100
i := scratchpad
v6 := 65
bcd v6
load v2
i := image-no
if v0 != 0 then jump fx33-fail
if v1 != 6 then jump fx33-fail
if v2 != 5 then jump fx33-fail
# N < 10
i := scratchpad
v6 := 4
bcd v6
load v2
i := image-no
if v0 != 0 then jump fx33-fail
if v1 != 0 then jump fx33-fail
if v2 != 4 then jump fx33-fail
i := image-ok
: fx33-fail
sprite x2 y 4
#################
# Test Fx1E
y += 5
drawop imF imE
i := image-no
v6 := 4
i += v6
sprite x2 y 4
#################
# Test to see if registers are 8 bit, as thoroughly as possible.
y += 5
drawop imV imX
i := image-ok
# Addition opcodes should not allow us to overflow
v6 := 255
v6 += 10
if v6 != 9 then i := image-no
v6 >>= v6
if v6 != 4 then i := image-no
v6 := 255
v0 := 10
v6 += v0
if v6 != 9 then i := image-no
v6 >>= v6
if v6 != 4 then i := image-no
# Shift opcodes should not retain bits
v6 := 255
v6 <<= v6
v6 >>= v6
if v6 != 127 then i := image-no
v6 >>= v6
v6 <<= v6
if v6 != 126 then i := image-no
# Subtraction should wrap back to positive
v6 := 5
v6 -= 10
if v6 != 251 then i := image-no
v6 := 5
v6 -= v0
if v6 != 251 then i := image-no
v6 := 5
v0 =- v6
if v0 != 251 then i := image-no
sprite x2 y 4
#################
# Test is done!
loop again
:segment data
: scratchpad
0xAA
: scratchpad-plus-1
0x55 0
# Positive and negative images
: image-no
0b00000000
0b10100000
0b01000000
0b10100000
: image-ok
0b00000000
0b10100000
0b11000000
0b10000000
# Individual characters, some taken from Corax89' test.
: im0
0b11100000
0b10100000
0b10100000
0b11100000
: im1
0b11000000
0b01000000
0b01000000
0b11100000
: im2
0b11100000
0b00100000
0b11000000
0b11100000
: im3
0b11100000
0b01100000
0b00100000
0b11100000
: im4
0b10100000
0b11100000
0b00100000
0b00100000
: im5
0b11100000
0b11000000
0b00100000
0b11000000
: im6
0b01100000
0b10000000
0b11100000
0b11100000
: im7
0b11100000
0b00100000
0b01000000
0b01000000
: im8
0b11100000
0b11100000
0b10100000
0b11100000
: im9
0b11100000
0b11100000
0b00100000
0b11000000
: imA
0b01000000
0b10100000
0b11100000
0b10100000
: imB
0b11000000
0b11100000
0b10100000
0b11100000
: imC
0b11100000
0b10000000
0b10000000
0b11100000
: imD
0b11000000
0b10100000
0b10100000
0b11000000
: imE
0b11100000
0b11000000
0b10000000
0b11100000
: imF
0b11100000
0b10000000
0b11000000
0b10000000
: imV
0b00000000
0b10100000
0b10100000
0b01000000
: imX
0b10100000
0b01000000
0b10100000
0b10100000
: version
:include "../../pictures/version.png"