Memory CHIP-8 was most commonly implemented on 4K systems, such as the Cosmac VIP and the Telmac 1800. These machines had 4096 (0x1000) memory locations, all of which are 8 bits (a
byte) which is where the term CHIP-8 originated. However, the CHIP-8 interpreter itself occupies the first 512 bytes of the memory space on these machines. For this reason, most programs written for the original system begin at memory location 512 (0x200) and do not access any of the memory below the location 512 (0x200). The uppermost 256 bytes (0xF00-0xFFF) are reserved for display refresh, and the 96 bytes below that (0xEA0-0xEFF) were reserved for the call stack, internal use, and other variables. In modern CHIP-8 implementations, where the interpreter is running natively outside the 4K memory space, there is no need to avoid the lower 512 bytes of memory (0x000-0x1FF), and it is common to store font data there.
Registers CHIP-8 has 16 8-
bit data
registers named V0 to VF. The VF register doubles as a flag for some instructions; thus, it should be avoided. In an addition operation, VF is the
carry flag, while in subtraction, it is the "no borrow" flag. In the draw instruction VF is set upon pixel collision. The address register, which is named I, is 12 bits wide and is used with several
opcodes that involve memory operations.
The stack The
stack is only used to store return addresses when
subroutines are called. The original
RCA 1802 version allocated 48 bytes for up to 12 levels of nesting; modern implementations usually have more.
Timers CHIP-8 has two timers. They both count down at 60
hertz, until they reach 0. • Delay timer: This timer is intended to be used for timing the events of games. Its value can be set and read. • Sound timer: This timer is used for sound effects. When its value is nonzero, a beeping sound is made. Its value can only be set.
Input Input is done with a
hex keyboard that has 16 keys ranging 0 to F. The "8", "4", "6", and "2" keys are typically used for directional input. Three opcodes are used to detect input. One skips an instruction if a specific key is pressed, while another does the same if a specific key is
not pressed. The third waits for a key press, and then stores it in one of the data registers.
Graphics and sound The original CHIP-8
display resolution is 64×32
pixels, and its color is
monochrome. Graphics are drawn to the screen solely by drawing
sprites, which are 8 pixels wide and may be from 1 to 15 pixels in height. Sprite pixels are
XOR'd with corresponding screen pixels. In other words, sprite pixels that are set flip the color of the corresponding screen pixel, while unset sprite pixels do nothing. The carry flag (VF) is set to 1 if any screen pixels are flipped from set to unset when a sprite is drawn and set to 0 otherwise. This is used for collision detection. As previously described, a beeping sound is played when the value of the sound timer is nonzero.
Opcode table CHIP-8 has 35
opcodes, which are all two bytes long and stored
big-endian. The opcodes are listed below, in hexadecimal and with the following symbols: • NNN: address • NN: 8-bit constant • N: 4-bit constant • X and Y: 4-bit register identifier • PC : Program Counter • I : 12bit register (For memory address) (Similar to void pointer); • VN: One of the 16 available variables. N may be 0 to F (hexadecimal); There have been many implementations of the CHIP-8 instruction set since 1978. The following specification is based on the SUPER-CHIP specification from 1991 (but without the additional opcodes that provide extended functionality), as that is the most commonly encountered extension set today. Footnotes denote incompatibilities with the original CHIP-8 instruction set from 1978. ==See also==