It's the weekend, so I relax from spending all week programming by writing a hobby project.
I wrote the framework of a MOS 6502 CPU emulator yesterday, the registers, stack, memory and all the opcodes are implemented. (Link to source below)
I can manually run a series of operations in the debugger I wrote, but I'd like to load a NES rom and just point the program counter at its instructions, I figured that this would be the fastest way to find flawed opcodes.
I wrote a quick NES rom loader and loaded the ROM banks into the CPU memory.
The problem is that I don't know how the opcodes are encoded. I know that the opcodes themselves follow a pattern of one byte per opcode that uniquely identifies the opcode,
0 - BRK
1 - ORA (D,X)
2 - COP b
etc
However I'm not sure where I'm supposed to find the opcode argument. Is it the the byte directly following? In absolute memory, I suppose it might not be a byte but a short.
Is anyone familiar with this CPU's memory model?
EDIT: I realize that this is probably shot in the dark, but I was hoping there were some oldschool Apple and Commodore hackers lurking here.
EDIT: Thanks for your help everyone. After I implemented the proper changes to align each operation the CPU can load and run Mario Brothers. It doesn't do anything but loop waiting for Start, but its a good sign :)
I uploaded the source:
https://archive.codeplex.com/?p=cpu6502
If anyone has ever wondered how an emulator works, its pretty easy to follow. Not optimized in the least, but then again, I'm emulating a CPU that runs at 2mhz on a 2.4ghz machine :)
They are still found as embedded cores in computer mouses and keyboards, monitors (OSD processor/scaler), digital picture frames (https://spritesmods.com/?art=picframe&page=1), MP3 players, Furby (https://news.ycombinator.com/item?id=17751599 , actually a 6502-subset) etc.
Buri: A Homebrew 6502 Microcomputer - Rich Wareham has built a simple 65C02-based computer that can drive a VGA monitor. Schematics, PCB layouts, source code, and an emulator are all provided. Rich also has a series of YouTube videos about the project.
The opcode takes one byte, and the operands are in the following bytes. Check out the byte size column here, for instance.
If you look into references like http://www.atarimax.com/jindroush.atari.org/aopc.html, you will see that each opcode has an encoding specified as:
HEX LEN TIM
The HEX is your 1-byte opcode. Immediately following it is LEN bytes of its argument. Consult the reference to see what those arguments are. The TIM data is important for emulators - it is the number of clock cycles this instruction takes to execute. You will need this to get your timing correct.
These values (LEN, TIM) are not encoded in the opcode itself. You need to store this data in your program loader/executer. It's just a big lookup table. Or you can define a mini-language to encode the data and reader.
This book might help: http://www.atariarchives.org/mlb/
Also, try examing any other 6502 aseembler/simulator/debugger out there to see how Assembly gets coded as Machine Language.
The 6502 manuals are on the Web, at various history sites. The KIM-1 shipped with them. Maybe more in them than you need to know.
This is better - 6502 Instruction Set matrix:
https://www.masswerk.at/6502/6502_instruction_set.html
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