     {
         // Handle the next instruction
         self.tickInstruction()
-return
+
         // Make sure the timers countdown
         self.countdownTimers()
         

                self.V[registerX] = self.V[registerY]
            },            
            
        ]
    }()

//        0x9000: "sne_v_v", // Skip next instruction if the first register does not match the second register
//        0xA000: "ld_i_addr", // The I register is set with the address
//        0xB000: "jp_v0_addr", // Jump to the address of addr + v0
//        0xC000: "rnd_v_byte", // Generates a random byte value which then AND is applied to that value based on the byte parameter and placed in the register v
//        0xD000: "drw_v_v_n", // Draw sprite of length n on memory address I on coordinates of the passed registers VF is set on collision
//        0xE09E: "skp_v", // Skips the next instruction if the key which represents the value in register v is pressed
//        0xE0A1: "sknp_v", // Skips the next instruction if the key which represents the valine in register v is not pressed
//        0xF007: "ld_v_dt", // Set the register v to the value in dt
//        0xF00A: "ld_v_k", // Set the register v to the value of the keypress by the keyboard (will wait for keypress)
//        0xF015: "ld_dt_v", // Set the delay timer to the value in register v
//        0xF018: "ld_st_v", // Set the sound timer to the value in register v
//        0xF01E: "add_i_v", // The results of I and v are added and stored in i
//        0xF029: "ld_f_v", // I is set to the address of the corresponding font block representing the value in register v
//        0xF033: "ld_b_v", // Stores the binary decimal representation of the value of register v in I
//        0xF055: "ld_i_v", // Stores the registers v0 to v(x) starting in memory location i,
//        0xF066: "ld_v_i" // Reads from memory location i and stores it in registers V0 to v(x)
////        0x0000: "sys", // Todo: (not required it seems)
//    ]
    
    // Hooks up the peripherals to the Chip8 system
    init(graphics: Graphics, sound: Sound, keyboard: Keyboard)
    {

    var pc : Int = 0
    
    // Used for delaying things, counts down from any non zero number at 60hz
    var delayTimer : Int = 0
    
    // Used for sounding a beep when it is non zero, counts down at 60hz
    var soundTimer : Int = 0
    
    // Flag to stop looping if needed
    var isLooping = false
