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Immediate Addressing
From SnesLab
(Redirected from Imm)
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.[7]
Supported by the following 65c816 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)
They are all either 2 or 3 bytes long.
The Super FX supports immediate addressing too:
On the SPC700, "imm" means "8-bit immediate data."[4] These commands support immediate data:
Syntax
LDA #const
See Also
References
- Eyes & Lichty, page 397
- lbid, page 108
- Labiak, page 209
- 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
- B-2