Post any known assembly opcodes here, try not to duplicate codes or get off topic. (I'm trying to learn something here)
There are actually several threads like this that have been started already XD Is there anything you want in particular? Typically people learn assembly via mnemonics as opposed to hexadecimal opcodes. For example, here is an opcode with its mnemonics:
EFD74A ;bcall(_RclAns) this is an OS routine (like all bcalls). It copies Ans to a RAM location called OP1 EFEF4A ;bcall(_ConvOP1) this converts the data in OP1. Output is register A and DE EF0445 ;bcall(_PutC) this draws an ASCII char based on the value of the A register C9 ;ret return
That one relies solely on OS calls, but more complicated routines get into more crazy things. That code is 10 bytes. A few thousand bytes is a bit scary XD
47%? Take a look and try to imagine how cool 100% will be. This has won zContest 2011 and made news on TICalc. This compromise between Assembly and BASIC parses like BASIC and is fast like assembly. Grammer 2
I have a table of your opcodes, but it doesn't include the bcalls. Do you have a chart with all of the bcalls?
Sunrise 3 Progress: 30%
Size: around 20 KB, not including the save lists and in-game RAM.
Can someone get me an opcode to shift screen left or right 2 pixels? Or would it be more practical to shift screen left and right 1 pixel twice?
Fire Emblem for TI 83/4+ Progress: Demo: 75% Total: 40% Postponed indefinitely
I'm sure one could right a hex code for this. As far as I know, you could make an Asmprgm consisting of the hex for the screen shift for 1 pixel written out twice, but then again, I don't know, so you probably don't want to try that unless someone else (like Xeda…) who knows a LOT about this stuff verifies it.
I'm probably wrong about how the hex code would be written, but I highly doubt that it can't be done.
You can probably change a byte in the code for shifting it left one to make it shift it two…
I wouldn't know, however, as I rarely mess with mnemonics.