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craigjb.com | ||
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meganesulli.com
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| | | | | I built an interactive opcode table to help people understand the Game Boy instruction set. This post describes the project and highlights some lessons I learned along the way. | |
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domipheus.com
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| | | | | This is part of a series of posts detailing the steps and learning undertaken to design and implement a CPU in VHDL. Previous parts are available here, and I'd recommend they are read before continuing. Memory Operations We already have a small RAM which holds our instruction stream, but our TPU ISA defines memory read and write instructions, and we should get those instructions working. It's the last major functional implementation we need to complete. The fetch stage is simply a memory read with the PC... | |
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jborza.com
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| | | | | Continuing with the implementation of CHIP-8 in Verilog, I wanted to continue with the CPU module and get it to actually execute some instructions, so we'll build an instruction decoder, CPU states and a register file. As described in the previous part , we would like to: fetch instruction (2 bytes) from the memory into an 16-bit opcode register decode the instruction execute the instruction Other articles in the series: | |
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crockford.com
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| | | [AI summary] The provided text is a comprehensive implementation of a parser for a custom programming language, using a Pratt parser (also known as a Top-down operator precedence parser) approach. It includes definitions for various language constructs like constants, statements, functions, and object/array literals, along with error handling and symbol table management. The code is structured around token processing and rule-based parsing for expressions, statements, and blocks. | ||