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Immediate Addressing: Difference between revisions

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# lbid, page 108: https://archive.org/details/0893037893ProgrammingThe65816/page/n134
# lbid, page 108: https://archive.org/details/0893037893ProgrammingThe65816/page/n134
# [[Labiak]] page 209: https://archive.org/details/Programming_the_65816/page/n219
# [[Labiak]] page 209: https://archive.org/details/Programming_the_65816/page/n219
# https://archive.org/details/SNESDevManual/book1/page/n226
# [https://archive.org/details/SNESDevManual/book1/page/n226 Appendix C-1 of Book I] of the official Super Nintendo development manual
# section 3.5.18 of 65c816 datasheet, https://westerndesigncenter.com/wdc/documentation/w65c816s.pdf
# section 3.5.18 of 65c816 datasheet, https://westerndesigncenter.com/wdc/documentation/w65c816s.pdf



Revision as of 20:35, 28 June 2024

Immediate Addressing is when the data to be operated on directly follows the opcode in the instruction steam. The immediate data is generally preceded by a # in the assembler source.

Supported by the following instructions:

On the SPC700, "imm" means "8-bit immediate data."[4]

See Also

Reference

  1. Eyes & Lichty page 397, https://archive.org/details/0893037893ProgrammingThe65816/page/n423
  2. lbid, page 108: https://archive.org/details/0893037893ProgrammingThe65816/page/n134
  3. Labiak page 209: https://archive.org/details/Programming_the_65816/page/n219
  4. Appendix C-1 of Book I of the official Super Nintendo development manual
  5. section 3.5.18 of 65c816 datasheet, https://westerndesigncenter.com/wdc/documentation/w65c816s.pdf