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CALL (SPC700): Difference between revisions
From SnesLab
(No flags are affected.) |
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No flags are affected. | No flags are affected. | ||
==== Syntax ==== | |||
<pre> | |||
CALL !abs | |||
</pre> | |||
=== See Also === | === See Also === | ||
* [[TCALL]] | * [[TCALL]] | ||
* [[PCALL]] | * [[PCALL]] | ||
* [[RET]] | |||
* [[JSR]] | * [[JSR]] | ||
Latest revision as of 17:36, 8 August 2024
Basic Info | |||||||
---|---|---|---|---|---|---|---|
Addressing Mode | Opcode | Length | Speed | ||||
Absolute | 3F | 3 bytes | 8 cycles |
Flags Affected | |||||||
---|---|---|---|---|---|---|---|
N | V | P | B | H | I | Z | C |
. | . | . | . | . | . | . | . |
CALL is an SPC700 instruction that calls a subroutine. The current program counter is pushed to the stack (high byte first, then low byte). Then the address following the opcode becomes the new value of the program counter.[2]
No flags are affected.
Syntax
CALL !abs
See Also
External Links
- Official Nintendo documentation on CALL: Table C-16 in Appendix C-9 of Book I
- anomie's spc700 doc