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SLEEP (SPC700): Difference between revisions
From SnesLab
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!colspan="8"|Basic Info | !colspan="8"|Basic Info | ||
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|'''Speed''' | |'''Speed''' | ||
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| | |[[Implied]] (type 3) | ||
|EF | |EF | ||
|1 byte | |1 byte | ||
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!colspan="8"|Flags | !colspan="8"|Flags Affected | ||
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|N | |[[Negative Flag|N]] | ||
|V | |[[Overflow Flag|V]] | ||
|P | |[[Direct Page Flag|P]] | ||
|B | |[[Break Flag|B]] | ||
|H | |[[Half-Carry Flag|H]] | ||
|I | |[[Interrupt Enable Flag|I]] | ||
|Z | |[[Zero Flag|Z]] | ||
|C | |[[Carry Flag|C]] | ||
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'''SLEEP''' is an [[SPC700]] standby instruction. It hangs the [[S-SMP]] until reset.<sup>[2]</sup> Nintendo does not want you to use this instruction.<sup>[3]</sup> | |||
[[EI]] and [[DI]] have no effect on the behavior of SLEEP. | |||
No flags are affected. | |||
==== Syntax ==== | |||
<pre> | |||
SLEEP | |||
</pre> | |||
Perhaps SLEEP would have been more useful if the APU supported hardware interrupts. | |||
=== See Also === | === See Also === | ||
* [[NOP]] | * [[NOP]] | ||
* [[STOP (SPC700)]] | * [[STOP (SPC700)]] | ||
* [[WAI]] | |||
=== References === | |||
# Official Super Nintendo development manual on SLEEP: Table C-20 in [https://archive.org/details/SNESDevManual/book1/page/n235 Appendix C-10 of Book I] | |||
# https://problemkaputt.de/fullsnes.htm#snesapuspc700cpujumpcontrolcommands | |||
# [https://archive.org/details/SNESDevManual/book1/page/n226 Appendix C-1] | |||
# anomie: https://github.com/yupferris/TasmShiz/blob/master/spc700.txt#L584 | |||
[[Category:ASM]] | [[Category:ASM]] | ||
[[Category:SPC700]] | [[Category:SPC700]] | ||
[[Category:Other SPC700 Commands]] | |||
[[Category:One-byte Instructions]] |
Latest revision as of 06:03, 22 July 2024
Basic Info | |||||||
---|---|---|---|---|---|---|---|
Addressing Mode | Opcode | Length | Speed | ||||
Implied (type 3) | EF | 1 byte | 3 cycles |
Flags Affected | |||||||
---|---|---|---|---|---|---|---|
N | V | P | B | H | I | Z | C |
. | . | . | . | . | . | . | . |
SLEEP is an SPC700 standby instruction. It hangs the S-SMP until reset.[2] Nintendo does not want you to use this instruction.[3]
EI and DI have no effect on the behavior of SLEEP.
No flags are affected.
Syntax
SLEEP
Perhaps SLEEP would have been more useful if the APU supported hardware interrupts.
See Also
References
- Official Super Nintendo development manual on SLEEP: Table C-20 in Appendix C-10 of Book I
- https://problemkaputt.de/fullsnes.htm#snesapuspc700cpujumpcontrolcommands
- Appendix C-1
- anomie: https://github.com/yupferris/TasmShiz/blob/master/spc700.txt#L584