EMMA 02

VIP2K Membership Card

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Chip 8

I designed the VIP2K Chip 8 Interpreter based on the VIP Chip 8 Interpreter. Any chip 8 software should run on the VIP2K but due to the larger screen resolution and faster CPU some speed differences will be noticeable. There are also some differences in the Chip 8 instruction set but besides missing sound support should not be noticeable. Chip 8X, Chip 10, Chip ETI600, Chip 8 Hires and Chip 8 using 1802 subroutines are not supported.

The VIP2K Chip 8 is available in the VIP2K monitor since revision 1.4. Source code for the VIP2K Chip 8 is available here.

Before starting Chip 8 with the ‘C’ command make sure to load Chip 8 SW in Intel hex format with the ‘I’’ command.

Key Functions

During runtime the following key functions are supported:

  • Control Q: Quit chip 8
  • Control 1 to 9: Speed where 1 is slowest, 9 is fastest
  • Control K: Reset keyboard map to default
  • Control R: Reset Chip 8 interpreter
  • Control S: Reset Chip 8 interpreter and start-up in small screen mode, i.e. 2x4 pixel size.
  • Control L: Reset Chip 8 interpreter and start-up in large screen mode, i.e. 3x5 pixel size.

The smaller screen size is recommended for software that uses more and larger graphic or screen updates.

Default Key Mapping

  • 0-9, A-F: Chip 8 keys 0-F
  • I: Chip 8 key 2
  • J: Chip 8 key 4
  • K: Chip 8 key 6
  • M: Chip 8 key 8
  • Space: Chip 8 key 5

The definition of I, J, K, M and space allow easier game movement for most games I: up, J: left, K: right, M: down, space: fire.

Dedicated key definition can be included in the Chip 8 hex file by including the complete keyboard mapping table stored in RAM at 0xFF00-0xFFAF.

Chip 8

I designed the VIP2K Chip 8 Interpreter based on the VIP Chip 8 Interpreter. Any chip 8 software should run on the VIP2K but due to the larger screen resolution and faster CPU some speed differences will be noticeable. There are also some differences in the Chip 8 instruction set but besides missing sound support should not be noticeable. Chip 8X, Chip 10, Chip ETI600, Chip 8 Hires and Chip 8 using 1802 subroutines are not supported.

The VIP2K Chip 8 is available in the VIP2K monitor since revision 1.4. Source code for the VIP2K Chip 8 is available here.

Before starting Chip 8 with the ‘C’ command make sure to load Chip 8 SW in Intel hex format with the ‘I’’ command.

Key Functions

During runtime the following key functions are supported:

  • Control Q: Quit chip 8
  • Control 1 to 9: Speed where 1 is slowest, 9 is fastest
  • Control K: Reset keyboard map to default
  • Control R: Reset Chip 8 interpreter
  • Control S: Reset Chip 8 interpreter and start-up in small screen mode, i.e. 2x4 pixel size.
  • Control L: Reset Chip 8 interpreter and start-up in large screen mode, i.e. 3x5 pixel size.

The smaller screen size is recommended for software that uses more and larger graphic or screen updates.

Default Key Mapping

  • 0-9, A-F: Chip 8 keys 0-F
  • I: Chip 8 key 2
  • J: Chip 8 key 4
  • K: Chip 8 key 6
  • M: Chip 8 key 8
  • Space: Chip 8 key 5

The definition of I, J, K, M and space allow easier game movement for most games I: up, J: left, K: right, M: down, space: fire.

Dedicated key definition can be included in the Chip 8 hex file by including the complete keyboard mapping table stored in RAM at 0xFF00-0xFFAF.

Chip 8

I designed the VIP2K Chip 8 Interpreter based on the VIP Chip 8 Interpreter. Any chip 8 software should run on the VIP2K but due to the larger screen resolution and faster CPU some speed differences will be noticeable. There are also some differences in the Chip 8 instruction set but besides missing sound support should not be noticeable. Chip 8X, Chip 10, Chip ETI600, Chip 8 Hires and Chip 8 using 1802 subroutines are not supported.

The VIP2K Chip 8 is available in the VIP2K monitor since revision 1.4. Source code for the VIP2K Chip 8 is available here.

Before starting Chip 8 with the ‘C’ command make sure to load Chip 8 SW in Intel hex format with the ‘I’’ command.

Key Functions

During runtime the following key functions are supported:

  • Control Q: Quit chip 8
  • Control 1 to 9: Speed where 1 is slowest, 9 is fastest
  • Control K: Reset keyboard map to default
  • Control R: Reset Chip 8 interpreter
  • Control S: Reset Chip 8 interpreter and start-up in small screen mode, i.e. 2x4 pixel size.
  • Control L: Reset Chip 8 interpreter and start-up in large screen mode, i.e. 3x5 pixel size.

The smaller screen size is recommended for software that uses more and larger graphic or screen updates.

Default Key Mapping

  • 0-9, A-F: Chip 8 keys 0-F
  • I: Chip 8 key 2
  • J: Chip 8 key 4
  • K: Chip 8 key 6
  • M: Chip 8 key 8
  • Space: Chip 8 key 5

The definition of I, J, K, M and space allow easier game movement for most games I: up, J: left, K: right, M: down, space: fire.

Dedicated key definition can be included in the Chip 8 hex file by including the complete keyboard mapping table stored in RAM at 0xFF00-0xFFAF.

Chip 8

I designed the VIP2K Chip 8 Interpreter based on the VIP Chip 8 Interpreter. Any chip 8 software should run on the VIP2K but due to the larger screen resolution and faster CPU some speed differences will be noticeable. There are also some differences in the Chip 8 instruction set but besides missing sound support should not be noticeable. Chip 8X, Chip 10, Chip ETI600, Chip 8 Hires and Chip 8 using 1802 subroutines are not supported.

The VIP2K Chip 8 is available in the VIP2K monitor since revision 1.4. Source code for the VIP2K Chip 8 is available here.

Before starting Chip 8 with the ‘C’ command make sure to load Chip 8 SW in Intel hex format with the ‘I’’ command.

Key Functions

During runtime the following key functions are supported:

  • Control Q: Quit chip 8
  • Control 1 to 9: Speed where 1 is slowest, 9 is fastest
  • Control K: Reset keyboard map to default
  • Control R: Reset Chip 8 interpreter
  • Control S: Reset Chip 8 interpreter and start-up in small screen mode, i.e. 2x4 pixel size.
  • Control L: Reset Chip 8 interpreter and start-up in large screen mode, i.e. 3x5 pixel size.

The smaller screen size is recommended for software that uses more and larger graphic or screen updates.

Default Key Mapping

  • 0-9, A-F: Chip 8 keys 0-F
  • I: Chip 8 key 2
  • J: Chip 8 key 4
  • K: Chip 8 key 6
  • M: Chip 8 key 8
  • Space: Chip 8 key 5

The definition of I, J, K, M and space allow easier game movement for most games I: up, J: left, K: right, M: down, space: fire.

Dedicated key definition can be included in the Chip 8 hex file by including the complete keyboard mapping table stored in RAM at 0xFF00-0xFFAF.

Chip 8

I designed the VIP2K Chip 8 Interpreter based on the VIP Chip 8 Interpreter. Any chip 8 software should run on the VIP2K but due to the larger screen resolution and faster CPU some speed differences will be noticeable. There are also some differences in the Chip 8 instruction set but besides missing sound support should not be noticeable. Chip 8X, Chip 10, Chip ETI600, Chip 8 Hires and Chip 8 using 1802 subroutines are not supported.

The VIP2K Chip 8 is available in the VIP2K monitor since revision 1.4. Source code for the VIP2K Chip 8 is available here.

Before starting Chip 8 with the ‘C’ command make sure to load Chip 8 SW in Intel hex format with the ‘I’’ command.

Key Functions

During runtime the following key functions are supported:

  • Control Q: Quit chip 8
  • Control 1 to 9: Speed where 1 is slowest, 9 is fastest
  • Control K: Reset keyboard map to default
  • Control R: Reset Chip 8 interpreter
  • Control S: Reset Chip 8 interpreter and start-up in small screen mode, i.e. 2x4 pixel size.
  • Control L: Reset Chip 8 interpreter and start-up in large screen mode, i.e. 3x5 pixel size.

The smaller screen size is recommended for software that uses more and larger graphic or screen updates.

Default Key Mapping

  • 0-9, A-F: Chip 8 keys 0-F
  • I: Chip 8 key 2
  • J: Chip 8 key 4
  • K: Chip 8 key 6
  • M: Chip 8 key 8
  • Space: Chip 8 key 5

The definition of I, J, K, M and space allow easier game movement for most games I: up, J: left, K: right, M: down, space: fire.

Dedicated key definition can be included in the Chip 8 hex file by including the complete keyboard mapping table stored in RAM at 0xFF00-0xFFAF.

Location of game keys is at I: 0xFF11, J: 0xFF1A, K: 0xFF12, M:0xFF1B, space: 0xFF1B. In the same way default speed value (0xFFA8) and default screen size (0xFFA9) can be included.

Memory Map

Location Description
8000-81FF Normally not used but in theory could be used for Chip 8 code
8200-8FFF Chip user space
E800-EC77 Video RAM
E800-E84D Top 3 lines, not used by chip 8
E84E-EB8D Chip 8 video screen for 3x5 pixel format
EB8E-EBF5 Bottom 4 lines normally used by chip 8, some games like Pong use some of these lines
EBF6-EC77 Bottom and top lines should always be 0
E800-E8CF Top 8 lines, not used by chip 8
E8D0-EC0F Chip 8 video screen for 2x4 pixel format
EC10-ECF9 Bottom 9 lines normally used by chip 8, some games like Pong use some of these lines
ECFA-ED95 Bottom and top lines should always be 0
FF00-FF9F Key Mapping table
FFA0-FFA4 CHIP8 identifier text
FFA8 Speed, 0-0x30 in steps of 6
FFA9 Screen resolution, 0: large with 3x5 pixel size, NOT 0: small with 2x4 pixel size
FFB2-FFCF Jump table for Chip 8 instructions
FFE0-FFEF Chip 8 V0-VF variables
FFF0-FFF3 Graphic scratch area
FFF9 Keyboard code
FFFA Chip 8 counter, counting down to 0 from value as set by Chip 8 instruction

Differences in Chip 8 instruction set

Original Chip 8 VIP 2K Chip 8
User space 0x200 – 0xEFF 0x8000 – 0x8FFF, starting address is at 0x8200
00aa, SYS 0aa Call 1802 system routine at 70aa
0aaa, SYS aaa Call 1802 system routine at aaa Call 1802 system routine at 8aaa (aaa > 0FF)
1aaa, JP aaa Jump to address aaa Jump to address 8aaa
2aaa, CALL aaa Call subroutine at aaa Call subroutine at 8aaa
Aaaa, LD I, aaa I = aaa I = 8aaa
Baaa, JP V0, aaa Jump to address aaa + V0 Jump to address 8aaa + V0
Fx18, LD ST, Vx Soundtimer = Vx NOP

Memory Map

Location Description
8000-81FF Normally not used but in theory could be used for Chip 8 code
8200-8FFF Chip user space
E800-EC77 Video RAM
E800-E84D Top 3 lines, not used by chip 8
E84E-EB8D Chip 8 video screen for 3x5 pixel format
EB8E-EBF5 Bottom 4 lines normally used by chip 8, some games like Pong use some of these lines
EBF6-EC77 Bottom and top lines should always be 0
E800-E8CF Top 8 lines, not used by chip 8
E8D0-EC0F Chip 8 video screen for 2x4 pixel format
EC10-ECF9 Bottom 9 lines normally used by chip 8, some games like Pong use some of these lines
ECFA-ED95 Bottom and top lines should always be 0
FF00-FF9F Key Mapping table
FFA0-FFA4 CHIP8 identifier text
FFA8 Speed, 0-0x30 in steps of 6
FFA9 Screen resolution, 0: large with 3x5 pixel size, NOT 0: small with 2x4 pixel size
FFB2-FFCF Jump table for Chip 8 instructions
FFE0-FFEF Chip 8 V0-VF variables
FFF0-FFF3 Graphic scratch area
FFF9 Keyboard code
FFFA Chip 8 counter, counting down to 0 from value as set by Chip 8 instruction

Differences in Chip 8 instruction set

Original Chip 8 VIP 2K Chip 8
User space 0x200 – 0xEFF 0x8000 – 0x8FFF, starting address is at 0x8200
00aa, SYS 0aa Call 1802 system routine at 70aa
0aaa, SYS aaa Call 1802 system routine at aaa Call 1802 system routine at 8aaa (aaa > 0FF)
1aaa, JP aaa Jump to address aaa Jump to address 8aaa
2aaa, CALL aaa Call subroutine at aaa Call subroutine at 8aaa
Aaaa, LD I, aaa I = aaa I = 8aaa
Baaa, JP V0, aaa Jump to address aaa + V0 Jump to address 8aaa + V0
Fx18, LD ST, Vx Soundtimer = Vx NOP

Memory Map

Location Description
8000-81FF Normally not used but in theory could be used for Chip 8 code
8200-8FFF Chip user space
E800-EC77 Video RAM
E800-E84D Top 3 lines, not used by chip 8
E84E-EB8D Chip 8 video screen for 3x5 pixel format
EB8E-EBF5 Bottom 4 lines normally used by chip 8, some games like Pong use some of these lines
EBF6-EC77 Bottom and top lines should always be 0
E800-E8CF Top 8 lines, not used by chip 8
E8D0-EC0F Chip 8 video screen for 2x4 pixel format
EC10-ECF9 Bottom 9 lines normally used by chip 8, some games like Pong use some of these lines
ECFA-ED95 Bottom and top lines should always be 0
FF00-FF9F Key Mapping table
FFA0-FFA4 CHIP8 identifier text
FFA8 Speed, 0-0x30 in steps of 6
FFA9 Screen resolution, 0: large with 3x5 pixel size, NOT 0: small with 2x4 pixel size
FFB2-FFCF Jump table for Chip 8 instructions
FFE0-FFEF Chip 8 V0-VF variables
FFF0-FFF3 Graphic scratch area
FFF9 Keyboard code
FFFA Chip 8 counter, counting down to 0 from value as set by Chip 8 instruction

Differences in Chip 8 instruction set

Original Chip 8 VIP 2K Chip 8
User space 0x200 – 0xEFF 0x8000 – 0x8FFF, starting address is at 0x8200
00aa, SYS 0aa Call 1802 system routine at 70aa
0aaa, SYS aaa Call 1802 system routine at aaa Call 1802 system routine at 8aaa (aaa > 0FF)
1aaa, JP aaa Jump to address aaa Jump to address 8aaa
2aaa, CALL aaa Call subroutine at aaa Call subroutine at 8aaa
Aaaa, LD I, aaa I = aaa I = 8aaa
Baaa, JP V0, aaa Jump to address aaa + V0 Jump to address 8aaa + V0
Fx18, LD ST, Vx Soundtimer = Vx NOP

Memory Map

Location Description
8000-81FF Normally not used but in theory could be used for Chip 8 code
8200-8FFF Chip user space
E800-EC77 Video RAM
E800-E84D Top 3 lines, not used by chip 8
E84E-EB8D Chip 8 video screen for 3x5 pixel format
EB8E-EBF5 Bottom 4 lines normally used by chip 8, some games like Pong use some of these lines
EBF6-EC77 Bottom and top lines should always be 0
E800-E8CF Top 8 lines, not used by chip 8
E8D0-EC0F Chip 8 video screen for 2x4 pixel format
EC10-ECF9 Bottom 9 lines normally used by chip 8, some games like Pong use some of these lines
ECFA-ED95 Bottom and top lines should always be 0
FF00-FF9F Key Mapping table
FFA0-FFA4 CHIP8 identifier text
FFA8 Speed, 0-0x30 in steps of 6
FFA9 Screen resolution, 0: large with 3x5 pixel size, NOT 0: small with 2x4 pixel size
FFB2-FFCF Jump table for Chip 8 instructions
FFE0-FFEF Chip 8 V0-VF variables
FFF0-FFF3 Graphic scratch area
FFF9 Keyboard code
FFFA Chip 8 counter, counting down to 0 from value as set by Chip 8 instruction

Differences in Chip 8 instruction set

Original Chip 8 VIP 2K Chip 8
User space 0x200 – 0xEFF 0x8000 – 0x8FFF, starting address is at 0x8200
00aa, SYS 0aa Call 1802 system routine at 70aa
0aaa, SYS aaa Call 1802 system routine at aaa Call 1802 system routine at 8aaa (aaa > 0FF)
1aaa, JP aaa Jump to address aaa Jump to address 8aaa
2aaa, CALL aaa Call subroutine at aaa Call subroutine at 8aaa
Aaaa, LD I, aaa I = aaa I = 8aaa
Baaa, JP V0, aaa Jump to address aaa + V0 Jump to address 8aaa + V0
Fx18, LD ST, Vx Soundtimer = Vx NOP

Memory Map

Location Description
8000-81FF Normally not used but in theory could be used for Chip 8 code
8200-8FFF Chip user space
E800-EC77 Video RAM
E800-E84D Top 3 lines, not used by chip 8
E84E-EB8D Chip 8 video screen for 3x5 pixel format
EB8E-EBF5 Bottom 4 lines normally used by chip 8, some games like Pong use some of these lines
EBF6-EC77 Bottom and top lines should always be 0
E800-E8CF Top 8 lines, not used by chip 8
E8D0-EC0F Chip 8 video screen for 2x4 pixel format
EC10-ECF9 Bottom 9 lines normally used by chip 8, some games like Pong use some of these lines
ECFA-ED95 Bottom and top lines should always be 0
FF00-FF9F Key Mapping table
FFA0-FFA4 CHIP8 identifier text
FFA8 Speed, 0-0x30 in steps of 6
FFA9 Screen resolution, 0: large with 3x5 pixel size, NOT 0: small with 2x4 pixel size
FFB2-FFCF Jump table for Chip 8 instructions
FFE0-FFEF Chip 8 V0-VF variables
FFF0-FFF3 Graphic scratch area
FFF9 Keyboard code
FFFA Chip 8 counter, counting down to 0 from value as set by Chip 8 instruction

Differences in Chip 8 instruction set

Original Chip 8 VIP 2K Chip 8
User space 0x200 – 0xEFF 0x8000 – 0x8FFF, starting address is at 0x8200
00aa, SYS 0aa Call 1802 system routine at 70aa
0aaa, SYS aaa Call 1802 system routine at aaa Call 1802 system routine at 8aaa (aaa > 0FF)
1aaa, JP aaa Jump to address aaa Jump to address 8aaa
2aaa, CALL aaa Call subroutine at aaa Call subroutine at 8aaa
Aaaa, LD I, aaa I = aaa I = 8aaa
Baaa, JP V0, aaa Jump to address aaa + V0 Jump to address 8aaa + V0
Fx18, LD ST, Vx Soundtimer = Vx NOP