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CALL (SPC700): Difference between revisions
From SnesLab
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!colspan="8"|Flags Affected | !colspan="8"|Flags Affected | ||
|+ | |+ | ||
|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]] | ||
|+ | |+ | ||
|. | |. |
Revision as of 08:13, 27 November 2023
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]
See Also
External Links
- Official Nintendo documentation on CALL: Table C-16 in Appendix C-9 of Book I
- anomie's spc700 doc