Difference between revisions of "Z80 wait instructions"
From MSX Game Library
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| <tt>AND 0</tt> || 8 || 2 || C and N flags cleared, P/V is parity, rest are altered by definition. | | <tt>AND 0</tt> || 8 || 2 || C and N flags cleared, P/V is parity, rest are altered by definition. | ||
|- | |- | ||
− | | <tt> | + | | <tt>NOP<br/>NOP</tt> || 10 || 2 || None |
|- | |- | ||
| <tt>BIT 0, (HL)</tt> || 14 || 2 || Opposite of the bit #0 is written into the Z flag. C is preserved, N is reset, H is set, and S and P/V are undefined. | | <tt>BIT 0, (HL)</tt> || 14 || 2 || Opposite of the bit #0 is written into the Z flag. C is preserved, N is reset, H is set, and S and P/V are undefined. | ||
|} | |} |
Revision as of 22:52, 2 March 2024
Inst. | Wait CC |
Size (bytes) |
Flag modification |
---|---|---|---|
NOP | 5 | 1 | None |
OR 0 | 8 | 2 | C and N flags cleared, P/V detects parity, and rest are modified by definition. |
AND 0 | 8 | 2 | C and N flags cleared, P/V is parity, rest are altered by definition. |
NOP NOP |
10 | 2 | None |
BIT 0, (HL) | 14 | 2 | Opposite of the bit #0 is written into the Z flag. C is preserved, N is reset, H is set, and S and P/V are undefined. |