From d8b931ec9778e9f8f86104d5aa052d6c41169cee Mon Sep 17 00:00:00 2001 From: Simon Fortier Date: Wed, 15 Nov 2017 17:29:12 -0500 Subject: [PATCH] Updated Basic Assembly tutorial (markdown) --- Basic-Assembly-tutorial.md | 8 +++----- 1 file changed, 3 insertions(+), 5 deletions(-) diff --git a/Basic-Assembly-tutorial.md b/Basic-Assembly-tutorial.md index ea38fed..17c3ece 100644 --- a/Basic-Assembly-tutorial.md +++ b/Basic-Assembly-tutorial.md @@ -327,8 +327,8 @@ A = 0x0002 # The complete result is Y:A = 0x00010002 ``` If the result is greater than 65536 and Y is overwritten, the carry flag (CF) and the overflow flag (OF) are set, otherwise they are both reset to 0 (More information on the FLAGS register in the next section). -**BRK** -Sets the break flag, which stops the execution until the next game tick (see TODO). +**BRK** +Sets the break flag, which stops the execution until the next game tick (see [execution cycle](https://github.com/simon987/Much-Assembly-Required/wiki/CPU#execution-cycle)). ### Conditional execution @@ -442,6 +442,4 @@ Visual representation of the stack: We can notice that this implementation of the stack is actually upside-down compared to a real-world stack of items: the stack grows downwards in memory, towards lower addresses. The important thing to remember is that the bottom of the stack is at a fixed address and that the top of the stack changes when an item is *pushed* on the stack or *popped* out. In the game's CPU, the **stack pointer** (SP) register always points to the top of the stack and the **base pointer** always points to the base of the current **stack frame** - -### Exemple code -//todo: walk through of exemple code from MAR-Exemple-Code repo \ No newline at end of file +You can now take a look at the [assembly program examples](https://github.com/simon987/Much-Assembly-Required/wiki/Assembly-program-examples). \ No newline at end of file