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Absolute Boolean Bit Addressing: Difference between revisions
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''' | '''Absolute Boolean Bit''' is used on the [[SPC700]] by some three-byte instructions to address individual bits: | ||
* [[AND1]] | * [[AND1]] | ||
Line 8: | Line 8: | ||
The bottom 13 bits of a 16-bit value specify an absolute address, while the top 3 bits specify which bit within the byte stored at that address. The greatest address these instructions can affect is 1FFFh. | The bottom 13 bits of a 16-bit value specify an absolute address, while the top 3 bits specify which bit within the byte stored at that address. The greatest address these instructions can affect is 1FFFh. | ||
==== Syntax ==== | |||
<pre> | |||
AND1 C, mem. bit | |||
AND1 C, /mem. bit | |||
OR1 C, mem. bit | |||
OR1 C, /mem. bit | |||
EOR1 C, mem. bit | |||
MOV1 C, mem. bit | |||
MOV1 mem. bit, C | |||
NOT1 mem. bit | |||
</pre> | |||
=== See Also === | === See Also === | ||
* [[Absolute Addressing]] | * [[Absolute Addressing]] | ||
* [[Direct Page Bit Addressing]] | |||
=== | === References === | ||
* [https://archive.org/details/SNESDevManual/book1/page/n186 page 3-8-8 of Book I] of the official Super Nintendo development manual | * [https://archive.org/details/SNESDevManual/book1/page/n186 page 3-8-8 of Book I] of the official Super Nintendo development manual | ||
* Figure 3-8-3 Memory Access Addressing Effective Address on [https://archive.org/details/SNESDevManual/book1/page/n187 page 3-8-9], lbid. | |||
[[Category:ASM]] | [[Category:ASM]] | ||
[[Category:Addressing Modes]] | [[Category:Addressing Modes]] | ||
[[Category: | [[Category:Official Jargon]] |
Latest revision as of 14:25, 1 August 2024
Absolute Boolean Bit is used on the SPC700 by some three-byte instructions to address individual bits:
The bottom 13 bits of a 16-bit value specify an absolute address, while the top 3 bits specify which bit within the byte stored at that address. The greatest address these instructions can affect is 1FFFh.
Syntax
AND1 C, mem. bit AND1 C, /mem. bit OR1 C, mem. bit OR1 C, /mem. bit EOR1 C, mem. bit MOV1 C, mem. bit MOV1 mem. bit, C NOT1 mem. bit
See Also
References
- page 3-8-8 of Book I of the official Super Nintendo development manual
- Figure 3-8-3 Memory Access Addressing Effective Address on page 3-8-9, lbid.