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Timers Besides executing opcodes, the Chip 8 also has two timers you will need to implement.
As mentioned above, both timers (delay timer and sound timer) count down to zero if they have been set to a value larger than zero.
This is true unless you jump to a certain address in the memory or if you call a subroutine (in which case you need to store the program counter in the stack).
If the next opcode should be skipped, increase the program counter by four.
Instead, we re-create the environment with a computer program which allows us to run the original machine code of Pong.
A benefit of this is that it won’t just allow us to run Pong, but also any other application developed for that platform.
To give you an idea on how to design your emulator, I made a small example of a layout.
In our Chip 8 emulator, data is stored in an array in which each address contains one byte.
Often people confuse a simulator with an emulator and vice versa. Let’s take a look at the following example: Pong is a 2D tennis game which was developed by Atari and ran on their own hardware.
However, the game wasn’t just available on Atari systems, but also on rival platforms such as Amstrad, Amiga and the C64.
As I didn’t own a console back in the days (only had a C64), I was pleasantly surprised when I learned that you could use an emulator to run console games on the PC.
I still remember playing Super Mario 3 on the PC using a SNES/Super Famicom emulator Snes9x and a few years later completing Metal Gear Solid using Bleem! These days however I’m more focussed on providing support to emulator projects of recent consoles such as: PCSX2 (Sony Playstation 2), Dolphin-emu (Nintendo Gamecube and Wii) and null DC (Sega Dreamcast).