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SLEEP (SPC700): Difference between revisions
From SnesLab
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Perhaps SLEEP would have been more useful if the APU supported hardware interrupts. | |||
=== See Also === | === See Also === |
Revision as of 06:01, 22 July 2024
Basic Info | |||||||
---|---|---|---|---|---|---|---|
Addressing Mode | Opcode | Length | Speed | ||||
Implied (type 3) | EF | 1 byte | 3 cycles |
Flags Affected | |||||||
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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]
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