Introducing the Game 'by Color

When designing ROSE-8, I realized that the last 8-bit CPU architecture I had learned about was the Nintendo Game Boy, via Eevee’s Cheezball Rising series. That gave me a goal for ROSE-8: implement a system that could display graphics and receive real-time button presses, and thus play games. As I hinted last time, I did indeed manage to achieve this! Introducing the Game ’by Color (pronounced like “Game B Color”).

ROSE-8: Console Mode

A few weeks ago I got sucked into designing a toy 8-bit CPU, ROSE-8, and got as far as writing an emulator for the machine that you could manually feed instructions to. At the end, I listed some future projects, the first of which was

  • An assembler/interpreter, i.e. running from a text file (and outputting to a binary file, I guess). Writing arrays of instructions by hand (as shown above) isn’t so bad except for manually computing addresses and offsets, so I still want to get to this at some point.

ROSE-8

or, “How I put too much time into making an 8-bit ISA and accompanying virtual machine”

It all started with my colleague Cassie having fun designing a toy 8-bit ISA (“instruction set architecture”). I love encoding tables (I helped out a little with the one for Swift’s String struct representation), and I did assignments in college involving simplified CPUs. So I started thinking about what it would be like to write a program in Cassie’s ISA…and decided its four registers were too limited for me. How could I get up to 8 registers while still keeping most of the instructions in a single byte?

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