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https://github.com/colby-swandale/waterfoul
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documentation updats
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7 changed files with 33 additions and 48 deletions
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@ -51,7 +51,6 @@ module Waterfoul
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# Read bootstrap instruction given an index (memory location)
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# @return Integer - instruction or immediate value
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def self.[](i)
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ROM[i]
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end
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@ -9,8 +9,8 @@ require 'waterfoul/instructions/shift'
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require 'waterfoul/instructions/prefix'
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module Waterfoul
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# These constants represent each state in the F register and are used as a helper to
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# reference the state when setting/resetting a state bit. Any combination of these
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# These constants represent status bit in the F register. These are used as a
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# helper when setting/resetting a state bit. Any combination of these
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# states can be set at any one time.
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#
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# Z_FLAG: Zero Flag
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@ -18,25 +18,20 @@ module Waterfoul
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# H_FLAG: half carry flag
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# C_FLAG: Carry Flag
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# BIT 0-3 Always 0 and not used
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#
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Z_FLAG = 0b1000_0000
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N_FLAG = 0b0100_0000
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H_FLAG = 0b0010_0000
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C_FLAG = 0b0001_0000
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# number of cycles a HALT will puase program execution for
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HALT_CYCLES = 6
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##
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# The CPU emulates the Sharp LR35902 CPU that is built into the device, similar to the
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# Intel 8080 and Zilog Z80 processor. Each instruction is categorized
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# into a subset of instructions by the type of action performed by the instruction.
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# The CPU emulates the Sharp LR35902 CPU that is built into the device,
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# similar to the Intel 8080 and Zilog Z80 processor. Each instruction
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# is categorized into a subset of instructions by the type of action
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# performed by the instruction.
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#
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# See lib/instuctions/ for the implementation for the CPU instruction set.
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# See lib/instuctions for the implementation for the CPU instruction set.
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#
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# I recommend looking at http://www.pastraiser.com/cpu/gameboy/gameboy_opcodes.html for an
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# easy to understand chart for each instruction.
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#
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class CPU
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include Helper
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include Instructions::Opcode
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@ -51,7 +46,7 @@ module Waterfoul
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# 8 bit registers
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attr_reader :a, :b, :c, :d, :e, :f, :h, :l, :f
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# 8 CPU clock
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# CPU cycle count
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attr_reader :m
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# 16 bit registers
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attr_reader :sp, :pc
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@ -89,10 +84,10 @@ module Waterfoul
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end
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def halted?
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@halt == true
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@halt
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end
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# Execute the instruction and
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# Execute the instruction and
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def perform_instruction(instruction)
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operation = OPCODE[instruction]
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raise 'instruction not found' if operation.nil?
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@ -103,7 +98,7 @@ module Waterfoul
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# fetch the next byte to be executed from memory and increment the program
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# counter (except under particular circumstances, see interrupts)
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def fetch_instruction(increment_pc = false)
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def fetch_instruction(no_increment_pc = false)
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instruction_byte = $mmu.read_byte @pc
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@pc = (@pc + 1) & 0xFFFF unless increment_pc
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instruction_byte
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@ -1,22 +1,18 @@
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require 'sdl2'
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module Waterfoul
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# The Emulator is the abstraction of the emulator as a whole, it initializes
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# each component and performs the tick.
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class Emulator
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def initialize(rom_filename, options = {})
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SDL2.init SDL2::INIT_EVERYTHING
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# read the rom into host memory
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rom = read_program(rom_filename).bytes
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# initialize emulated CPU, GPU & Sound components
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# read the given file as binary and break it down into an array of bytes
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rom = File.binread(rom_filename).bytes
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# initialize emulated CPU, GPU & Scren components
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cartridge = Cartridge.new rom
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# initialize emulated memory management unit
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$mmu = MMU.new
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$mmu.cartridge = cartridge
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cpu = CPU.new
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@cpu = options.has_key?('skip_boot') ? SkipBoot.set_state(cpu) : cpu
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@cpu = CPU.new
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@cpu = SkipBoot.set_state(@cpu) if options.has_key?('skip_boot')
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@gpu = GPU.new
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# @input = Input.new
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@screen = Screen.new
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# @sound = Sound.new
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end
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def run
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@ -25,14 +21,7 @@ module Waterfoul
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@gpu.step @cpu.m
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@screen.render @gpu.framebuffer if @gpu.vblank?
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# @input.step @cpu.m
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# @sound.step
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end
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end
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private
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def read_program(rom)
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File.binread rom
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end
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end
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end
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@ -1,5 +1,6 @@
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module Waterfoul
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module Helper
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def pop_from_stack(word = true)
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if word
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lower = $mmu.read_byte @sp
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@ -12,6 +12,7 @@ module Waterfoul
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INTERRUPT_SERIAL = 0x8
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INTERRUPT_JOYPAD = 0x10
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#
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def self.request_interrupt(interrupt)
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if_reg = $mmu.read_byte IF_REG_MEM_LOC
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$mmu.write_byte IF_REG_MEM_LOC, (if_reg | interrupt)
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@ -7,12 +7,11 @@ module Waterfoul
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# does not implement any IO instructions.
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class MMU
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MEMORY_SIZE = 65536 # bytes
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# location in memory that when written to will unmap the boot rom from
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# memory
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# unmap boot rom register address
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UNMAP_BOOT_ROM_MEM_LOC = 0xFF50
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# location in memory where the boot rom ends
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BOOT_ROM_END_MEM_LOC = 0xFF
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# location in memory where DMA transfer is init
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# DMA register function address
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DMA_TRANSFER_MEM_LOC = 0xFF46
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# DIV register memory location
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DIV_MEM_LOC = 0xFF04
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@ -23,19 +22,19 @@ module Waterfoul
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# Set the initial state the memory management unit when program starts
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def initialize
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@cartridge = []
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# flag to indicate if the boot rom is mapped to memory
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# map the boot rom by default
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@map_boot_rom = true
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# storage for usable memory (zero filled)
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@memory = Array.new MEMORY_SIZE, 0
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end
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# Read 1 byte from memory given address
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# @param i Integer location in memory to read value
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def [](i)
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raise MemoryOutOfBounds if i > MEMORY_SIZE || i < 0
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case i
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when 0x0000...0x8000 # ROM Bank 0 + n
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# if the boot rom is enabled and the address is < 0x100
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if @map_boot_rom && i <= BOOT_ROM_END_MEM_LOC
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BootROM[i]
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else
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@ -54,14 +53,12 @@ module Waterfoul
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end
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end
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##
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# Storage 1 byte into memory given address
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# @param i Integer location in memory to storage value
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# @param v Integer value to be written into memory
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# Write 1 byte into memory
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def []=(i, v, options = {})
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# raise exception if an attempt is made to read memory that is out of bounds
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raise MemoryOutOfBounds if i > MEMORY_SIZE || i < 0
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# ignore memory rules if emulated hardware components need to write to
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# memory
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unless options[:hardware_operation]
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case i
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when UNMAP_BOOT_ROM_MEM_LOC # unmap the boot rom when 0xFF50 is wrtiten to in memory
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@ -1,7 +1,10 @@
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module Waterfoul
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# Set the state of the emulator after it has finished running the bootloader and ready to execute
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# the game program. This lets us run the game program without needing to execute the boot rom every time
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# the emulator is started.
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# Set the state of the emulator as defined to the same state as it typically
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# is after it has finished running the bootloader and ready to execute the
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# game program.
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# This lets us run the game without needing to execute the boot rom
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# every time the emulator is started.
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class SkipBoot
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def self.set_state(cpu)
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# CPU registers
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