Based on Austin Morlan's CHIP-8 tutorial. Working solution lives in Solution/.
$env:PATH = "C:\msys64\ucrt64\bin;" + $env:PATH
cd Solution
.\chip8.exe 10 3 Tetris.ch8
.\chip8.exe 10 1 test_opcode.ch8Args: <Scale> <Delay ms> <ROM>
- Games: https://github.com/dmatlack/chip8/tree/master/roms/games
- Tetris: https://github.com/dmatlack/chip8/blob/master/roms/games/Tetris%20%5BFran%20Dachille%2C%201991%5D.ch8
- Opcode test: https://github.com/corax89/chip8-test-rom/blob/master/test_opcode.ch8
Totally possible. A .ch8 file is just machine code for the CHIP-8 VM. If your game only uses the opcodes your emulator implements, it will run.
- Write CHIP-8 assembly — human-readable instructions like
LD V0, #05,DRW V1, V2, 5,JP #200. - Assemble that into a binary ROM (the
.ch8). - Load it in an emulator starting at address
0x200.
Some people also use higher-level tools (Octo, CHIP-8 compilers, visual editors) that eventually emit the same kind of bytecode.
Mostly yes — for classic CHIP-8, people usually write CHIP-8 assembly (or something close, like Octo). It’s a small instruction set (~34 ops), so it’s much easier than x86/ARM. You don’t need full “computer architecture school,” just this tiny dialect.
You generally cannot write a normal C++ game and compile it to .ch8. C++ is for the emulator; games are CHIP-8 bytecode.
- A CHIP-8 assembler (or Octo, popular for CHIP-8 / SuperChip)
- Knowledge of the instruction set your emulator supports (this one follows Austin Morlan / Cowgod-style CHIP-8)
- Game logic from those ops: draw sprites (
Dxyn), keypad (Ex9E/Fx0A), timers, RNG (Cxkk), etc. - Fonts are already in memory at
0x50if you useFx29
Your ROM must match this emulator’s quirks:
- Shift ops (
8xy6/8xyE) — shiftsVxonly (Cowgod style) Fx55/Fx65— does not incrementI- Display wrapping / collision behavior
- Speed — CHIP-8 has no fixed clock; delay values matter per game
If you stick to plain CHIP-8 (not SuperChip / XO-CHIP extras), this emulator is enough.
- Write a tiny program: clear screen, draw a digit, wait for a key.
- Assemble →
.ch8→ run on your emulator. - Grow into piece movement, collision, line clear, scoring.
People don’t “export Tetris from Unity into .ch8” — they author CHIP-8 code (or use a CHIP-8-oriented tool) and assemble it. Building your own Tetris for this emulator is a normal, well-trodden project.