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Immediate Addressing: Difference between revisions
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=== Reference === | === Reference === | ||
# [[Eyes & Lichty]] page 397, https://archive.org/details/0893037893ProgrammingThe65816/page/397 | # [[Eyes & Lichty]] page 397, https://archive.org/details/0893037893ProgrammingThe65816/page/397 | ||
# lbid, page 108: https://archive.org/details/0893037893ProgrammingThe65816/page/ | # lbid, page 108: https://archive.org/details/0893037893ProgrammingThe65816/page/108 | ||
# [[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 Appendix C-1 of Book I] of the official Super Nintendo development manual | # [https://archive.org/details/SNESDevManual/book1/page/n226 Appendix C-1 of Book I] of the official Super Nintendo development manual |
Revision as of 00:25, 24 July 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:
- ADC (opcode 69)
- SBC (opcode E9)
- EOR (opcode 49)
- AND (opcode 29)
- ORA (opcode 09)
- LDA (opcode A9)
- LDX (opcode A2)
- LDY (opcode A0)
- CMP (opcode C9)
- CPX (opcode E0)
- CPY (opcode C0)
- BIT (opcode 89)
- SEP (opcode E2)
- REP (opcode C2)
- ADD (Super FX)
- LINK
On the SPC700, "imm" means "8-bit immediate data."[4]
Syntax
LDA #const
See Also
Reference
- Eyes & Lichty page 397, https://archive.org/details/0893037893ProgrammingThe65816/page/397
- lbid, page 108: https://archive.org/details/0893037893ProgrammingThe65816/page/108
- Labiak page 209: https://archive.org/details/Programming_the_65816/page/n219
- 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
- Clark, Bruce. http://www.6502.org/tutorials/65c816opcodes.html#5.14