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<blockquote data-quote="FAST6191" data-source="post: 4879138" data-attributes="member: 32303"><p>I have not dropped down as low as 8086 (where real mode and protected mode appear is where I came in there, with the GBA and DS it was basically all Real mode though but that changed a bit for the 3ds it seems) and I am hesitant to blindly assume the Z80 stuff is similar enough without checking. However reading through the instructions and memory handling (and allowing for the extras the GBA/DS and presumably 3ds BIOS/coprocessing capabilities will afford) you are not going to be out of your depth like if you were thrown into the deep end with modern X64 and told to play with SIMD and all the nice multimedia stuff.</p><p></p><p>The GBA and DS has no divide (though the coprocessor has it), no floating point either. The GBA and DS stuff has THUMB mode but that is not so hard to wrap your head around (16 bit instructions but with 32 bit registers). Likewise memory handling is usually done by DMA (which is usually quite civil and without too many odd quirks) and dedicated instructions (you can not mov to or from an address or anything, only limited immediates* and registers). Likewise the amount of registers is enough that instructions become generic unlike some of the SNES stuff were they would have mov equivalents for each (all three of them if you count the accumulator) of the general registers. The ARM stuff is also a great fan of shifting </p><p></p><p>*you need to fit the immediate and the command into the instruction. Your assembler will probably have psuedo instructions to sort this (ROP might be a different matter of course) and you can do things like movn to inverse the value of your immediate or referenced register.</p><p></p><p>Have a read of <a href="http://www.coranac.com/tonc/text/asm.htm" target="_blank">http://www.coranac.com/tonc/text/asm.htm</a> , <a href="http://quirkygba.blogspot.com/2008/12/things-you-never-wanted-to-know-about.html" target="_blank">http://quirkygba.blogspot.com/2008/12/things-you-never-wanted-to-know-about.html</a> <a href="http://drunkencoders.com/files/2013/03/unequivocal-answer.html" target="_blank">http://drunkencoders.com/files/2013/03/unequivocal-answer.html</a> and <a href="http://nocash.emubase.de/gbatek.htm" target="_blank">http://nocash.emubase.de/gbatek.htm</a> </p><p>If you want to get a bit more general <a href="http://www.heyrick.co.uk/assembler/" target="_blank">http://www.heyrick.co.uk/assembler/</a> and <a href="http://www.heyrick.co.uk/armwiki/Main_Page" target="_blank">http://www.heyrick.co.uk/armwiki/Main_Page</a></p><p></p><p>The ARM manuals are also free and worth a look.</p><p></p><p>Speaking to people and scanning around <a href="http://www.3dbrew.org/wiki/Main_Page" target="_blank">http://www.3dbrew.org/wiki/Main_Page</a> it seems the 3ds gained a few more features and now more closely resembles a system developed this century (which is to say it has a kernel and the idea of userland) but that will probably be nothing too hard to work with/around.</p></blockquote><p></p>
[QUOTE="FAST6191, post: 4879138, member: 32303"] I have not dropped down as low as 8086 (where real mode and protected mode appear is where I came in there, with the GBA and DS it was basically all Real mode though but that changed a bit for the 3ds it seems) and I am hesitant to blindly assume the Z80 stuff is similar enough without checking. However reading through the instructions and memory handling (and allowing for the extras the GBA/DS and presumably 3ds BIOS/coprocessing capabilities will afford) you are not going to be out of your depth like if you were thrown into the deep end with modern X64 and told to play with SIMD and all the nice multimedia stuff. The GBA and DS has no divide (though the coprocessor has it), no floating point either. The GBA and DS stuff has THUMB mode but that is not so hard to wrap your head around (16 bit instructions but with 32 bit registers). Likewise memory handling is usually done by DMA (which is usually quite civil and without too many odd quirks) and dedicated instructions (you can not mov to or from an address or anything, only limited immediates* and registers). Likewise the amount of registers is enough that instructions become generic unlike some of the SNES stuff were they would have mov equivalents for each (all three of them if you count the accumulator) of the general registers. The ARM stuff is also a great fan of shifting *you need to fit the immediate and the command into the instruction. Your assembler will probably have psuedo instructions to sort this (ROP might be a different matter of course) and you can do things like movn to inverse the value of your immediate or referenced register. Have a read of [url]http://www.coranac.com/tonc/text/asm.htm[/url] , [url]http://quirkygba.blogspot.com/2008/12/things-you-never-wanted-to-know-about.html[/url] [url]http://drunkencoders.com/files/2013/03/unequivocal-answer.html[/url] and [url]http://nocash.emubase.de/gbatek.htm[/url] If you want to get a bit more general [url]http://www.heyrick.co.uk/assembler/[/url] and [url]http://www.heyrick.co.uk/armwiki/Main_Page[/url] The ARM manuals are also free and worth a look. Speaking to people and scanning around [url]http://www.3dbrew.org/wiki/Main_Page[/url] it seems the 3ds gained a few more features and now more closely resembles a system developed this century (which is to say it has a kernel and the idea of userland) but that will probably be nothing too hard to work with/around. [/QUOTE]
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