Nintendo 8 Bit Manual
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41 E.4 Indexed Absolute Indexed absolute addressing takes two operands, forming a 16-bit address, least significant byte first, and adds the value of a register to it to give the address where the data can be found. For example, if the operands are bb and cc, the address of the data will be ccbb + X. There are two forms of indexed absolute addressing: • Absolute, X - Add contents of X register to operand. An example of this addressing mode is AND $1234.X. • Absolute, Y - Add contents of...
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42 Figure E-5. Indirect addressing. E.6 Implied Many instructions do not require access to operands stored in memory. Examples of implied instructions are CLD (Clear Decimal Mode) and NOP (No Operation). E.7 Accumulator Some instructions operate directly on the contents of the accumulator. The only instructions to use this addressing mode are the shift instructions, ASL (Arithmetic Shift Left), LSR (Logical Shift Right), ROL (Rotate Left) and ROR (Rotate Right). E.8 Immediate...
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43 E.9 Relative Relative addressing is used in branch instructions. This addressing mode causes the value of the program counter to change if a certain condition is met. The condition is dependant on the instruction. The program counter increments by two regardless of the outcome of the condition but if the condition is true the single operand is added to the program counter to give the new value. For this purpose, the operand is interpreted as a signed byte, that is in the range -128 to 127...
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44 E.11 Indirect Indexed Indirect indexed (also known as post-indexed) addressing takes a single operand which gives the zero page address of the least significant byte of a 16-bit address which is then added to the Y register to give the target address. For example, if the operand is bb, 00bb is xx and 00bb + 1 is yy, then the data can be found at yyxx. An example of this addressing mode is AND ($12),Y. Figure E-19. Indirect indexed addressing.
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45 Appendix F NES Colour Palette There are different interpretations of the NES colour palette. The palette as defined in [47] is shown below. Alternatives are presented in [5] and [48]. Figure F-1. NES colour palette. Palette Entry RGB Value Palette Entry RGB Value 00 75, 75, 75 20 FF, FF, FF 01 27, 1B, 8F 21 3F, BF, FF 02 00, 00, AB 22 5F, 97, FF 03 47, 00, 9F 23 A7, 8B, FD 04 8F, 00, 77 24 F7, 7B, FF 05 AB, 00, 13 25 FF, 77, B7 06 A7, 00, 00 26 FF, 77,...
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46 References [1] Patrick Diskin, “Nintendo Entertainment System Emulator”, School of Computer Science, The University of Birmingham, 2004 [2] Andrew John Jacobs, “6502 Reference”, http://www.obelisk.demon.co.uk/6502/reference.html, 2002 [3] Andrew John Jacobs, “6502 Instructions”, http://www.obelisk.demon.co.uk/6502/instructions.html, 2002 [4] Andrew John Jacobs, “6502 Architecture”, http://www.obelisk.demon.co.uk/6502/architecture.html, 2002 [5] Chris Covell, “NES Technical /...
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47 [24] RealityMan, “UltraHLE - Nintendo 64 High Level Emulator”, www.ultrahle.com, 2003 [25] Nintendo, “Legal Information (Copyrights, Emulators, ROMs, etc.)”, Nintendo of America Inc., http://www.nintendo.com/corp/legal.jsp [26] The Scribe, “The Nintendo Emulation FAQ v2.0 - A Commentary”, EmulationZone, http://www.emulationzone.org/articles/emufaq/NFAQ20_response.zip, 1999 [27] Marcus Liedholm and Mattias Liedholm, “Nintendo Entertainment System (NES) or Famicom Tech specs and Hardware”,...