Re: A86: djnz, jr and jp
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Re: A86: djnz, jr and jp
I have a parallel link. I have assembly studio 86. I have made two
different styles of full tile-based maping systems and 2 rpg battle-style
systems. I have messed with graphics effects and string files. I'm just
trying to learn more about the way the z80 works. I don't plan on making
anything amazing or even half-decent. It's a learning thing. Besides, I'm
not the only person who would benefit from an on-calc assembler, which
seems quite simple to me at this point.
At 08:22 PM 1/8/99 EST, you wrote:
>
>all this stuff you're talking about is quite impractical for on-calc. my
>suggestion is to just use assembly studio 86. and go buy a graph link if you
>don't already own one. writing in hex is just a waste of time
>
>
>In a message dated 1/8/99 19:11:23 Eastern Standard Time, dvanee@dowco.com
>writes:
>
>> How do I enter the djnz,jr and jp commands on-calc? On the z80 op list I
>> got it lists the only djnz as 'DJNZ $+2' as command '10'. All the jr and
>> jp's are similar (with a $+something). I know I have to find out the mem
>> locations, but it's not like just doing 'CALL $D7AE'.
>>
>> Also, after using that ReadAsm program a bit more, I wonder why the same
>> idea used to make that program can't be used to assemble (sort of).
>> Couldn't it be like you enter the program (using call/ld/ret/etc commands)
>> in the program editor. Then the program converts it to the hex codes.
>> Adding mem-tracing, or whatever would allow labels, would be harder,
but it
>> doesn't seem that complicated. Stick a simple sprite editor in there and
>> use the AsmComp( command to compile for compression and faster execution.
>
>
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