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Immediate Addressing: Difference between revisions
From SnesLab
(opcode E0) |
(opcode C0) |
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* [[CMP]] (opcode C9) | * [[CMP]] (opcode C9) | ||
* [[CPX]] (opcode E0) | * [[CPX]] (opcode E0) | ||
* [[CPY]] | * [[CPY]] (opcode C0) | ||
* [[BIT]] (opcode 89) | * [[BIT]] (opcode 89) | ||
* [[SEP]] (opcode E2) | * [[SEP]] (opcode E2) |
Revision as of 14:06, 27 June 2024
Immediate Addressing is when the data to be operated on directly follows the opcode in the instruction steam. The immediate data is generally preceded by a # in the assembler source.
Supported by the following instructions:
- ADC (opcode 69)
- SBC
- EOR
- AND
- ORA
- LDA (opcode A9)
- LDX (opcode A2)
- LDY (opcode A0)
- CMP (opcode C9)
- CPX (opcode E0)
- CPY (opcode C0)
- BIT (opcode 89)
- SEP (opcode E2)
- REP (opcode C2)
- ADD (Super FX)
On the SPC700, "imm" means "8-bit immediate data."[4]
See Also
Reference
- Eyes & Lichty page 397, https://archive.org/details/0893037893ProgrammingThe65816/page/n423
- lbid, page 108: https://archive.org/details/0893037893ProgrammingThe65816/page/n134
- Labiak page 209: https://archive.org/details/Programming_the_65816/page/n219
- https://archive.org/details/SNESDevManual/book1/page/n226