Difference between revisions of "CPU Comparision with Z80"
(1/1: IN/OUT, EX *,HL, and JP PE/PO/P/M are differences compared all the way back to 8080. Also fix some grammar, usage, and mechanics that) |
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===Comparison with 8080=== | ===Comparison with 8080=== | ||
− | The Game Boy CPU has a bit more in common with an older Intel 8080 CPU than the more powerful Zilog Z80 CPU. It is missing a handful of 8080 instructions but does support almost all CB-prefixed instructions. Also, all known Game Boy assemblers use the more obvious Z80-style syntax, rather than the chaotic 8080-style syntax. | + | The Game Boy CPU has a bit more in common with an older Intel 8080 CPU than the more powerful Zilog Z80 CPU. It is missing a handful of 8080 instructions but does support JR and almost all CB-prefixed instructions. Also, all known Game Boy assemblers use the more obvious Z80-style syntax, rather than the chaotic 8080-style syntax. |
Unlike the 8080 and Z80, the Game Boy has no dedicated I/O bus and no IN/OUT opcodes. Instead, I/O ports are accessed directly by normal LD instructions, or by new LD (FF00+n) opcodes. | Unlike the 8080 and Z80, the Game Boy has no dedicated I/O bus and no IN/OUT opcodes. Instead, I/O ports are accessed directly by normal LD instructions, or by new LD (FF00+n) opcodes. | ||
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The sign and parity/overflow flags have been removed, as have the 12 RET, CALL, and JP instructions conditioned on them. So have EX (SP),HL (XTHL) and EX DE,HL (XCHG). | The sign and parity/overflow flags have been removed, as have the 12 RET, CALL, and JP instructions conditioned on them. So have EX (SP),HL (XTHL) and EX DE,HL (XCHG). | ||
− | === | + | ===Comparison with Z80=== |
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In addition to the removed 8080 instructions, the other exchange instructions have been removed (including total absence of second register set). | In addition to the removed 8080 instructions, the other exchange instructions have been removed (including total absence of second register set). | ||
− | All ED-prefixed instructions are missing. That means 16bit memory accesses are mostly missing, 16bit arithmetic functions are heavily cut-down | + | All DD- and FD-prefixed instructions are missing. That means no IX- or IY-registers. |
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+ | All ED-prefixed instructions are missing. That means 16bit memory accesses are mostly missing, 16bit arithmetic functions are heavily cut-down, and some other missing commands. IN/OUT (C) are replaced with new LD ($FF00+C) opcodes. Block commands are gone, but autoincrementing HL accesses are added. | ||
The Game Boy operates approximately as fast as a 4 MHz Z80 (8 MHz in CGB double speed mode), with execution time of all instructions having been rounded up to a multiple of 4 cycles. | The Game Boy operates approximately as fast as a 4 MHz Z80 (8 MHz in CGB double speed mode), with execution time of all instructions having been rounded up to a multiple of 4 cycles. |
Latest revision as of 21:22, 4 April 2020
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Comparison with 8080
The Game Boy CPU has a bit more in common with an older Intel 8080 CPU than the more powerful Zilog Z80 CPU. It is missing a handful of 8080 instructions but does support JR and almost all CB-prefixed instructions. Also, all known Game Boy assemblers use the more obvious Z80-style syntax, rather than the chaotic 8080-style syntax.
Unlike the 8080 and Z80, the Game Boy has no dedicated I/O bus and no IN/OUT opcodes. Instead, I/O ports are accessed directly by normal LD instructions, or by new LD (FF00+n) opcodes.
The sign and parity/overflow flags have been removed, as have the 12 RET, CALL, and JP instructions conditioned on them. So have EX (SP),HL (XTHL) and EX DE,HL (XCHG).
Comparison with Z80
In addition to the removed 8080 instructions, the other exchange instructions have been removed (including total absence of second register set).
All DD- and FD-prefixed instructions are missing. That means no IX- or IY-registers.
All ED-prefixed instructions are missing. That means 16bit memory accesses are mostly missing, 16bit arithmetic functions are heavily cut-down, and some other missing commands. IN/OUT (C) are replaced with new LD ($FF00+C) opcodes. Block commands are gone, but autoincrementing HL accesses are added.
The Game Boy operates approximately as fast as a 4 MHz Z80 (8 MHz in CGB double speed mode), with execution time of all instructions having been rounded up to a multiple of 4 cycles.
Moved, Removed, and Added Opcodes
Opcode Z80 GMB --------------------------------------- 08 EX AF,AF LD (nn),SP 10 DJNZ PC+dd STOP 22 LD (nn),HL LDI (HL),A 2A LD HL,(nn) LDI A,(HL) 32 LD (nn),A LDD (HL),A 3A LD A,(nn) LDD A,(HL) D3 OUT (n),A - D9 EXX RETI DB IN A,(n) - DD <IX> - E0 RET PO LD (FF00+n),A E2 JP PO,nn LD (FF00+C),A E3 EX (SP),HL - E4 CALL P0,nn - E8 RET PE ADD SP,dd EA JP PE,nn LD (nn),A EB EX DE,HL - EC CALL PE,nn - ED <pref> - F0 RET P LD A,(FF00+n) F2 JP P,nn LD A,(FF00+C) F4 CALL P,nn - F8 RET M LD HL,SP+dd FA JP M,nn LD A,(nn) FC CALL M,nn - FD <IY> - CB3X SLL r/(HL) SWAP r/(HL)
Note: The unused (-) opcodes will lock up the Game Boy CPU when used.