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ROL (Super FX): Difference between revisions
From SnesLab
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==== Example ==== | |||
Let: | |||
S<sub>reg</sub> : R<sub>8</sub> | |||
D<sub>reg</sub> : R<sub>4</sub> | |||
R<sub>8</sub> = 1d4bh (0001 1101 0100 1011b) | |||
CY = 1 | |||
After executing ROL: | |||
R<sub>4</sub> = 3a97h (0011 1010 1001 0111b) | |||
CY = 0 | |||
[[File:gsu_rol.png]] | [[File:gsu_rol.png]] | ||
Revision as of 22:47, 9 July 2024
Basic Info | |||||||
---|---|---|---|---|---|---|---|
Addressing Mode | Opcode | Length | ROM Speed | RAM Speed | Cache Speed | ||
Implied (type 1) | 04 | 1 byte | 3 cycles | 3 cycles | 1 cycle |
Flags Affected | ||||||||
---|---|---|---|---|---|---|---|---|
B | ALT1 | ALT2 | O/V | S | CY | Z | ||
0 | 0 | 0 | . |
ROL (Rotate Left) is a Super FX instruction that rotates the source register and carry flag one bit to the left into the destination register.
The source and destination registers should be specified in advance using WITH, FROM, or TO. Otherwise, R0 serves as the default.
Syntax
ROL
Example
Let:
Sreg : R8 Dreg : R4 R8 = 1d4bh (0001 1101 0100 1011b) CY = 1
After executing ROL:
R4 = 3a97h (0011 1010 1001 0111b) CY = 0
See Also
External Links
- Official Nintendo documentation on ROL: Page 2-9-102 of Book II
- example: page 2-9-103, lbid.