[1]Smooth Video Game Emulation in Emacs by :
I have a lengthy [2]TODO.org of things I might eventually implement
for Emacs, most of which are not exactly useful, are challenging to
do or fulfill both conditions. A NES emulator fits all of these
criteria neatly. I've kept hearing that they can run on poor
hardware and learned that the graphics fit into a tiled model
(meaning I wouldn't have to draw each pixel separately, only each
tile), so given good enough rendering speed it shouldn't be an
impossible task. Then the unexpected happened, someone else beat me
to the punch with [3]nes.el. It's an impressive feat, but with one
wrinkle, its overall speed is unacceptable: Mario runs with a
slowdown of over 100x, rendering it essentially unplayable. For this
reason I adjusted my goals a bit: Emulate a simpler game platform
smoothly in Emacs at full speed.
Enter the [4]CHIP-8. It's not a console in that sense, but a video
game VM designed in the 70ies with the following properties:
* CPU: 8-Bit, 16 general-purpose registers, 36 instructions, each
two bytes large
* RAM: 4KB
* Stack: 16 return addresses
* Resolution: 64 x 32 black/white pixels
* Rendering: Sprites are drawn in XOR mode
* Sound: Monotone buzzer
* Input: Hexadecimal keypad
It's perfect. Sound is the only real issue here as the native sound
support in Emacs is blocking, but this can be worked around with
sufficient effort. Once it's implemented there's a selection of
almost a hundred games to play, with a few dozen more if you
implement the Super CHIP-8 extensions. I'd not have to implement
Space Invaders, Pacman or Breakout with gamegrid.el. What could
possibly be hard about this? As it turns out, enough to keep me
entertained for a few weeks. Here's [5]the repo.
General strategy
First of all, I've located a reasonably complete looking ROM pack.
It's not included with the code as I'm not 100% sure on the legal
status, some claim the games are old enough to be public domain, but
since there are plenty of new ones, I decided to go for the safe
route. Sorry about that.
[6]Cowgod's Chip-8 Technical Reference is the main document I relied
upon. It's clearly written and covers nearly everything I'd want to
know about the architecture, with a few exceptions I'd have to find
out on my own. Another helpful one is [7]Mastering CHIP-8 to fill in
some of the gaps.
To boot up a CHIP-8 game on real hardware you'd use a machine where
the interpreter is loaded between the memory offsets #x000 and
#x200, load the game starting at offset #x200, then start the
interpreter. It would start with the program counter set to #x200,
execute the instruction there, continue with the next instruction
the program counter points to, etc. To make things more complicated
there's two timers in the system running at 60Hz, these decrement a
special register if non-zero which is used to measure delays
accurately and play a buzzing sound. However, there is no
specification on how fast the CPU runs or how display updates are to
be synchronized, so I had to come up with a strategy to accomodate
for potentially varying clock speeds.
The standard solution to this is a game loop where you aim at each
cycle to take a fixed time, for example by executing a loop
iteration, then sleeping for enough time to arrive at the desired
cycle duration. This kind of thing doesn't work too well in Emacs,
if you use sit-for you get user-interruptible sleep, if you use
sleep-for you get uninterruptable sleep and don't allow user input
to be registered. The solution here is to invert the control flow by
using a timer running at the frame rate, then being careful to not
do too much work in the timer function. This way Emacs can handle
user input while rendering as quickly as possible. The timer
function would execute as many CPU cycles as needed, decrement the
timer registers if necessary and finally, repaint the display.
Each component of the system is represented by a variable holding an
appropriate data structure, most of which are vectors. RAM is a
vector of bytes, the stack is a vector of addresses, the screen is a
vector of bits, etc. I opted for using vectors over structs for
simplicity's sake. The registers are a special case because if
they're represented by a vector, I'd need to index into it using
parts of the opcode. Therefore it would make sense to have constants
representing each register, with their values being equal to the
value used in the opcode. Initially I've defined the constants using
copy-paste but later switched to a chip8-enum macro which defines
them for me.
The built-in sprites for the hex digits were shamelessly stolen from
[8]Cowgod's Chip-8 technical reference. They are copied on
initialization to the memory region reserved for the interpreter,
this allows the LD F, Vx instruction to just return the respective
address. When implementing extended built-in sprites for the Super
CHIP-8 instructions there was no convenient resource to steal them
from again, instead I created upscaled versions of them with a
terrible Ruby one-liner.
Basic Emulation
For debugging reasons I didn't implement the game loop at first,
instead I went for a loop where I keep executing CPU instructions
indefinitely, manually abort with C-g, then display the display
state with a debug function that renders it as text. This allowed me
to fully concentrate on getting basic emulation right before
fighting with efficiency concerns and rendering speed.
For each CPU cycle the CPU looks up the current value of the program
counter, looks up the two-byte instruction in the RAM at that
offset, then executes it, changing the program counter and possibly
more in the process. One unspecified thing here is what one does if
the program counter points to an invalid address and what actual
ROMs do in practice when they're done. Experimentation showed that
instead of specifying an invalid address they fall into an infinite
loop that always jumps to the same address.
Due to the design choice of constantly two-byte sized instructions,
the type and operands of each instruction is encoded inline and
needs to be extracted by using basic bit fiddling. Emacs Lisp offers
logand and ash for this, corresponding to &, << and >> in C. First
the bits to be extracted are masked by using logand with an argument
where all bits to be kept are set to ones, then the result is
shifted all the way to the right with ash using a negative argument.
Take for example the JP nnn instruction which is encoded as #x1nnn,
for this you'd extract the type by masking the opcode with #xF000,
then shift it with ash by -12. Likewise, the argument can be
extracted by masking it with #x0FFF, with no shift needed as the
bits are already at the right side.
A common set of patterns comes up when dissecting the opcodes,
therefore the chip8-exec function saves all interesting parts of the
opcode in local variables using the abbreviations as seen in
[9]Cowgod's Chip-8 technical reference, then a big cond is used to
tell which type of opcode it is and each branch modifies the state
of the virtual machine as needed.
Nearly all instructions end up incrementing the program counter by
one instruction. I've borrowed a trick from other emulators here,
before executing chip8-exec the program counter is unconditionally
incremented by the opcode size. In case an instruction needs to do
something different like changing it to an jump location, it can
still override its value manually.
To test my current progress I picked the simplest (read: smallest)
ROM doing something interesting: Maze by David Winter. My debug
function printed the screen by writing spaces or hashes to a buffer,
separated by a newline for each screen line. After I got this one
working, I repeated the process with several other ROMs that weren't
requiring any user input and displayed a (mostly) static screen. The
most useful from the collection was "BC Test" by BestCoder as it
covered nearly all opcodes and tested them in a systematic fashion.
Here's a list of other ROMs I found useful for testing other
features, in case you, the reader, shall embark on a similar
adventure:
* Jumping X and O: Tests delay timer, collision detection, out of
bounds drawing
* Sierpinski triangle: Slow, tests emulation speed
* Zero: Animation, tests rendering speed (look for the flicker)
* SC Test: Tests nearly all opcodes and a few Super CHIP-8 ones
* Font Test: Tests drawing of small and big built-in sprites
* Robot: Tests drawing of extended sprites
* Scroll Test: Tests scrolling to the left and right
* Car Race Demo: Tests scrolling down
* Car: Tests emulation speed in extended mode
* Emutest: Tests half-pixel scroll, extended sprites in low-res
Debugging and Analysis
Surprisingly enough, errors and mistakes keep happening. Stepping
through execution of each command with edebug gets tiring after a
while, even when using breakpoints to skip to the interesting parts.
I therefore implemented something I've seen in [10]Circe, my
preferred IRC client, a logging function which only logs if logging
is enabled and writes the logging output to a dedicated buffer. For
now it just logs the current value of the program counter and the
decoded instruction about to be executed. I've added the same kind
of logging to a different CHIP-8 emulator, [11]chick-8 by Evan
Hanson from the CHICKEN Scheme community. Comparing both of their
logs allowed me to quickly spot where they start to diverge, giving
me a hint what instruction is faulty.
Looking through the ROM as it is executed isn't terribly
enlightening, it feels like watching through a peephole, not giving
you the full picture of what's about to happen. I started writing a
simple disassembler which decodes every two bytes and writes their
offset and meaning to a buffer, but stopped working on it after
realizing that I have a much more powerful tool at hand to do
disassembly and analysis properly: [12]radare2. As it didn't
recognize the format correctly, I only used its most basic
featureset for analysis, the hex editor. By displaying the bytes at
a width of two per row and searching for hex byte sequences with
regex support I was able to find ROMs using specific opcodes easily.
Later after I've finished most of the emulator, I started developing
a CHIP-8 disassembly and analysis plugin using its Python scripting
support. I ran into a few inconsistencies with the documentation,
but eventually figured everything out and got pretty disassembly
with arrows visualizing the control flow for jumps and calls.
/img/chip8-r2-graph-thumb.png
Later I discovered that [13]radare2 actually does have CHIP-8
support in core, you need to enable it explicitly by adding -a chip8
to the command line arguments as it cannot be auto-detected that a
file is a CHIP-8 ROM. The disassembly support is decent, but the
analysis part had a few omissions and mistakes leading to less nice
graphs. By using my Python version as basis I've managed improving
the C version of the analysis plugin to the same level and even
surpassed it as the C API allows adding extra meta-data to
individual instructions, such as inline commentary. There is a
pending PR for this functionality now, I expect it to be merged
soon.
Testing
For maximum speed I set up [14]firestarter to recompile the file on
each save, added the directory of the project to load-path, then
always launched a new Emacs instance from where I loaded up the
package and emulated a ROM file. This is ideal if there isn't much
to test, but it's hard to detect regressions this way. At some point
I decided to give the great [15]buttercup library another try and
wrote a set of tests exercising every supported instruction with all
edge cases I could think of. For each executed test the VM is
initialized, some opcodes are loaded up and chip8-cycle is called as
often as needed, while testing the state of the registers and other
affected parts of the machinery. It was quite a bit of grunt work
due to the repetitive nature of the code, but gave me greater
confidence in just messing around with the code as retesting
everything took less than a second.
Make no mistake here though, excessively testing the complicated
parts of a package (I don't believe it's worth it testing the simple
parts) is in no way a replacement for normal usage of it which can
uncover completely different bugs. This is more of a safety net, to
make sure code changes don't break the most basic features.
Rendering
Retrospectively, this was quite the ride. Normally you'd pick a
suitable game or multimedia library and be done, but this is Emacs,
no such luxuries here. Where we go we don't need libraries.
My favorite way of drawing graphics in Emacs is by creating SVG on
the fly using the [16]esxml library. This turned out to be
prohibitively expensive, not only did it fail meeting the
performance goals, it also generated an excessive amount of garbage
as trees were recursively walked and thrown away over and over
again. A variation of this is having a template string resembling
the target SVG, then replacing parts of it and generating an image
from them. I attempted doing this, but quickly gave up as it was too
bothersome coming up with suitable identifiers and replacing all of
them correctly.
I still didn't want to just drop the SVG idea. Considering this was
basically tiled graphics (with each tile being an oversized pixel),
I considered creating two SVG images for white and black tiles
respectively, then inserting them as if they were characters on each
line. The downside of this approach was Emacs' handling of line
height, I couldn't figure out how to completely suppress it to not
have any kind of gaps in the rendering. gamegrid.el somehow solves
it, but has rather convoluted code.
At this point I was ready to go back to plain text. I remembered
that faces are a thing and used them to paint the background of the
text black and white. No more annoying gaps. With this I could
finally work and started figuring out how to improve the rendering.
While the simple solution of always erasing the buffer contents and
reinserting them again did work, there were plenty of optimization
possibilities. The most obvious one was using dirty frame tracking
to tell if the screen even needed to be redrawn. In other words, the
code could set a chip8-fb-dirty-p flag and if the main loop
discovered it's set, it would do a redraw and unset it. Next up was
only redrawing the changed parts. For this I'd keep a copy of the
current and previous state of the screen around, compare them,
repaint the changed bits and transfer the current to the previous
state. To change the pixels in the buffer I'd erase them, then
insert the correct ones.
The final optimization occurred me much later when implementing the
Super CHIP-8 instructions. It was no longer possible to play games
smoothly at quadrupled resolution, so I profiled and discovered that
erasing text was the bottleneck. I considered the situation
hopeless, fiddled around with XBM graphics backed by a bit-vector
and had not much luck with getting them to work nearly as well at
low resolution. It only occurred me by then that I didn't try to
just change the text properties of existing text instead of
replacing text. That fixed all remaining performance issues. Another
thing I realized is that anything higher-resolution than this will
require extra trickery, maybe even involving C modules.
Garbage Collection Woes
Your code may be fast, your rendering impeccable, but what if every
now and then your bouncing letters animation stutters?
Congratulations, you've run into garbage collection ruining your
day. In a language like C it's much more obvious if you're about to
allocate memory from the heap, in a dynamic language it's much
harder to pin down what's safe and what's not. Patterns such as
creating new objects on the fly are strictly forbidden, so I tried
fairly hard to avoid them, but didn't completely succeed. After
staring hard at the code for a while I found that my code
transferring the current to the old screen state was using copy-tree
which kept allocating vectors all the time. To avoid this I wrote a
memcpy-style function that copied values from one array to another
one.
Another sneaky example was the initialization of the emulator state
which assigned zero-filled vectors to the variables. I noticed this
one only due to the test runner printing running times of tests.
Most took a fraction of a millisecond, but every six or so the test
took over 10 milliseconds for no obvious reason. This turned out to
be garbage collection again. I rediscovered the fillarray function
which behaves much like memset in C, used it in initialization (with
the vectors assigned at declaration time instead) and the pauses
were gone. No guarantees that this was the last of it, but I haven't
been able to observe other pauses.
Sound
If your Emacs has been compiled with sound support there will be a
play-sound function. Unfortunately it has a big flaw, as long as the
sound is playing Emacs will block, so using it is a non-starter.
I've initially tried using the visual bell (which inverts parts of
the screen) as a replacement, then discovered that it does the
equivalent of sit-for and calling it repeatedly in a row will in the
worst case of no pending user input wait as long as the intervals
combined. There was therefore no easy built-in solution to this. To
allow users to plug in their own solution I defined two customizable
functions defaulting to displaying and clearing a message:
chip8-beep-start-function and chip8-beep-stop-function.
The idea here is that given a suitable, asynchronous function you
could kick off a beep, then later stop it. Spawning processes is the
one thing you can easily do asynchronously, so if you had a way to
control a subprocess to start and stop playing a sound file, that
would be a good enough solution. I then remembered that mplayer has
a slave mode and that mpv improved it in a multitude of ways, so I
looked into the easiest way of remote controlling it. It turns out
that mpv did away with slave mode in favor of controlling it via
FIFO or a socket. To my surprise I actually made it work via FIFO,
the full proof of concept can be found in [17]the README.
User input
The CHIP-8 supports two ways of checking user input: Checking
whether a key is (not) pressed (non-blocking) and waiting for any
key to be pressed (blocking). Doing this in a game library wouldn't
be worth writing about, but this is Emacs after all, there is only a
distinction between key up and down for mouse events. After
pondering about this issue for a while I decided to fake it by
keeping track of when keys have been last pressed in a generic key
handler function, then comparing that timestamp against the current
time: If it's below a reasonable timeout, the key is considered
pressed, otherwise it isn't.
Solving the other problem required far more effort. The emulator was
at this point sort of a state machine as I've tracked whether it was
running with a boolean variable to implement a pause command. I've
reworked the variable and all code using it to be mindful of the
current state: Playing, paused or waiting for user input. This way
the command merely changed the current state to waiting for input,
set a global variable to the register to be filled with the pressed
key and set the stage for the generic key handler function to
continue execution. If that function detected the waiting state and
a valid key has been pressed, it would record it in the respective
register and put the emulator into playing state again.
Actually testing this with a keypad demo ROM unveiled a minor bug in
the interaction between the main loop and the redrawing logic.
Remember that a number of CPU cycles were executed, then a redraw
was triggered if needed? Well, imagine that in the middle of the CPU
cycles to be executed the state were changed to waiting and the
redraw never happened! This would produce an inconsistent screen
state, so I changed it to do a repaint immediately. Furthermore, if
the state changed to waiting, the loop would still execute more
cycles than needed (despite it being a blocking wait), therefore I
had to add an extra check in the main loop's constant amount of
cycling whether the state changed and if yes, skeep the loop
iteration alltogether.
Super CHIP-8
At this point I was pretty much done with implementing the full
CHIP-8 feature set and started playing games like Tetris, Brix and
Alien.
/img/chip8-tetris-thumb.png /img/chip8-brix-thumb.png
/img/chip8-alien-thumb.png
Yet I wasn't satisfied for some strange reason. I probably longed
for more distraction and set out to implement the remaining Super
CHIP-8 instructions. Unlike the main instruction set these weren't
nearly as well documented. My main resource was a [18]schip.txt file
which briefly describes the extra instructions. The most problematic
extension is the extended mode which doubles the screen dimensions,
requiring a clever way to draw a bigger or smaller screen whenever
toggled. There are two ways of implementing such a thing: Drawing to
one of two separate screen objects and painting the correct one or
alternatively, always drawing to a big screen and rendering in a
downscaled mode if needed. For simplicity's sake I went with the
first option.
The extra scroll extensions allow game programmers to efficiently
change the viewport (though for some reason they forgot about an
instruction scrolling up). My challenge here was to change the
screen's contents in-place, for this to be done correctly extra care
was necessary to not accidentally overwrite contents you needed to
move elsewhere. The trick here is to iterate in reverse order over
the screen lines if necessary.
A few more instructions and optimizations later and I was ready to
play the probably silliest arcade game ever conceived, Joust. The
sprites in the picture below are supposed to be knights on flying
ostrichs trying to push each other down with their lances, but they
look more like flying rabbits to me.
/img/chip8-joust-thumb.png Other Musings
Writing an emulator gives you great insight in how a machine
actually works. Details like memory mapping you glossed over feels
far more intuitive once you have to implement it yourself. One of
the downsides is that I didn't play games for my own enjoyment, but
to further improve the emulator and understand the machine.
A few games and demo ROMs revealed bugs in the emulator, such as how
to deal with drawing sprites that go outside the boundaries.
[19]Cowgod's Chip-8 Technical Reference tells you to do wrap-around,
but Blitz by David Winter seems to think otherwise, when rendered
with wrap-around the player sprite collides immediately into a pixel
on the edge and the "GAME OVER" screen is displayed. I decided in
this case to forego that recommendation and clip the rendering to
the screen edges.
It's not always easy to make such decisions. Some quirks seem fairly
reasonable, such as preferrably setting the VF flag to indicate an
overflow/underflow condition for arithmetic, although it's not
always specified. Some quirks seem fairly obscure, such as the
interpretation of Super CHIP-8 extensions in low-resolution mode: A
demo insists that instead of drawing a high-resolution 16 x 16
sprite it should be drawn as 8 x 16 instead. As this doesn't appear
to affect any game and requires significant support code I decided
against implementing it. In one case I was conflicted enough between
the different interpretation of bit shifting operators that I
introduced a customizable to toggle between both, with the
incorrect, but popular behavior being the default.
__________________________________________________________________
My original entry is here: [20]Smooth Video Game Emulation in Emacs. It
posted Wed, 20 Mar 2019 21:00:58 +0000.
Filed under: emacs,
References
1.
http://emacsninja.com/posts/smooth-video-game-emulation-in-emacs.html
2.
https://github.com/wasamasa/dotemacs/blob/master/TODO.org
3.
https://github.com/gongo/emacs-nes
4.
https://en.wikipedia.org/wiki/CHIP-8
5.
https://github.com/wasamasa/chip8.el
6.
http://devernay.free.fr/hacks/chip8/C8TECH10.HTM
7.
http://mattmik.com/files/chip8/mastering/chip8.html
8.
http://devernay.free.fr/hacks/chip8/C8TECH10.HTM
9.
http://devernay.free.fr/hacks/chip8/C8TECH10.HTM
10.
https://github.com/jorgenschaefer/circe/
11.
http://git.foldling.org/chick-8.git/
12.
https://github.com/radare/radare2
13.
https://github.com/radare/radare2
14.
https://github.com/wasamasa/firestarter
15.
https://github.com/jorgenschaefer/emacs-buttercup
16.
https://github.com/tali713/esxml
17.
https://github.com/wasamasa/chip8.el#sound-emulation
18.
http://devernay.free.fr/hacks/chip8/schip.txt
19.
http://devernay.free.fr/hacks/chip8/C8TECH10.HTM
20.
https://www.prjorgensen.com/?p=2649