DECODING Gameboy Z80 OPCODES

- of use to disassembler and emulator writers -
Revision 3 (gameboy)

By Scott Mansell, Based on the orignal by Cristian Dinu.


CONTENTS

  1. Introduction
  2. Unprefixed opcodes
  3. CB‑prefixed opcodes
  4. Acknowledgements
  5. Revision history

1. INTRODUCTION

Instruction format and emulation notes

Z80 instructions are represented in memory as byte sequences of the form (items in brackets are optional):

[prefix byte,]  opcode  [,displacement byte]  [,immediate data]
- OR -
two prefix bytes,  displacement byte,  opcode

The opcode (operation code) is a single byte whose bit pattern indicates the operation we need the Z80 to perform (register loading, arithmetic, I/O, etc.). The opcode may also contain information regarding the operation's parameters (operands), e.g. the registers which will be used/affected by the operation.

An optional prefix byte may appear before the opcode, changing its meaning and causing the Z80 to look up the opcode in a different bank of instructions. The prefix byte, if present, may have the values CB, DD, ED, or FD (these are hexadecimal values). Although there are opcodes which have these values too, there is no ambiguity: the first byte in the instruction, if it has one of these values, is always a prefix byte.

The displacement byte is a signed 8-bit integer (-128..+127) used in some instructions to specifiy a displacement added to a given memory address. Its presence or absence depends on the instruction at hand, therefore, after reading the prefix and opcode, one has enough information to figure out whether to expect a displacement byte or not.

Similarly, immediate data consists of zero, one, or two bytes of additional information specifying explicit parameters for certain instructions (memory addresses, arithmetic operands, etc.). Its presence and number of bytes are also completely determined by the instruction at hand.

Note: Signed data is stored in 2's complement form. 16-bit data is stored LSB first.

A special class of instructions is accesed by using a DD or FD prefix, and then a CB byte. In this situation, the CB byte is also interpreted as a prefix, a mandatory displacement byte follows, and, finally, the actual opcode occurs. This is the situation that is described by the second byte pattern shown above.

Not all (prefix, opcode) combinations map to valid instructions. However, it is important to note that, unlike some other processors, upon encountering an invalid instruction, the Z80 will not 'crash' or signal an error - it will simply appear to do nothing (as if executing a NOP instruction), and continue with the next byte sequence in memory. There may also be several subtle effects, such as the temporary setting of some internal flags or the prevention of interrupts immediately after the read instruction. Invalid instructions are sometimes used to mark special commands and signals for emulators (e.g. Gerton Lunter's 'Z80' ZX Spectrum emulator).

There may be several combinations of bytes that map to the same instruction. The sequences will usually have different execution times and memory footprints. Additionally, there are many instructions (not necessarily 'invalid') which do virtually nothing meaningful, such as LD A, A, etc., and therefore are reasonable substitutes for NOP.

Some instructions and effects are undocumented in that they usually do not appear in 'official' Z80 references. However, by now, these have all been researched and described in unofficial documents, and they are also used by several programs, so emulator authors should strive to implement these too, with maximal accuracy.

Finally, it is important to note that the disassembly approach described in this document is a rather 'algorithmic one', focused on understanding the functional structure of the instruction matrix, and on how the Z80 figures out what to do upon reading the bytes. If space isn't a concern, it is faster and easier to use complete disassembly tables that cover all possible (prefix, opcode) combinations - with text strings for the instruction display, and microcode sequences for the actual execution.

Notations used in this document

Bits in opcode (MSB → LSB)
7 6 5 4 3 2 1 0
x
y
z
p
q

Upon establishing the opcode, the Z80's path of action is generally dictated by these values:

x = the opcode's 1st octal digit (i.e. bits 7-6)
y = the opcode's 2nd octal digit (i.e. bits 5-3)
z = the opcode's 3rd octal digit (i.e. bits 2-0)
p = y rightshifted one position (i.e. bits 5-4)
q = y modulo 2 (i.e. bit 3)

The following placeholders for instructions and operands are used:

d = displacement byte (8-bit signed integer)
n = 8-bit immediate operand (unsigned integer)
nn = 16-bit immediate operand (unsigned integer)
tab[x] = whatever is contained in the table named tab at index x (analogous for y and z and other table names)

Operand data may be interpreted as the programmer desires (either signed or unsigned), but, in disassembly displays, is generally displayed in unsigned integer format.

All instructions with d, n or nn in their expression are generally immediately followed by the displacement/operand (a byte or a word, respectively).

Although relative jump instructions are traditionally shown with a 16-bit address for an operand, here they will take the form JR/DJNZ d, where d is the signed 8-bit displacement that follows (as this is how they are actually stored). The jump's final address is obtained by adding the displacement to the instruction's address plus 2.

In this document, the 'jump to the address contained in HL' instruction is written in its correct form JP HL, as opposed to the traditional JP (HL).

IN (C)/OUT (C) instructions are displayed using the traditional form, although they actually use the full 16-bit port address contained in BC.

In the expression of an instruction, everything in bold should be taken ad literam, everything in italics should be evaluated.

This document makes use of an imaginary instruction with the mnemonic NONI (No Operation No Interrupts). Its interpretation is 'perform a no-operation (wait 4 T-states) and do not allow interrupts to occur immediately after this instruction'. The Z80 may actually do more than just a simple NOP, but the effects are irrelevant assuming normal operation of the processor.

Disassembly tables

These tables enable us to represent blocks of similar instructions in a compact form, taking advantage of the many obvious patterns in the Z80's instruction matrix.

Table "r"
8-bit registers
Index01234567
ValueBCDEHL(HL)A
Table "rp"
Register pairs featuring SP
Index0123
ValueBCDEHLSP
Table "rp2"
Register pairs featuring AF
Index0123
ValueBCDEHLAF
Table "cc"
Conditions
Index0123
ValueNZZNCC
Table "alu"
Arithmetic/logic operations
Index01234567
ValueADD A,ADC A,SUBSBC A,ANDXORORCP
Table "rot"
Rotation/shift operations
Index01234567
ValueRLCRRCRLRRSLASRASWAPSRL

2. UNPREFIXED OPCODES

FOR x=0
z=0
y=0NOPy=2STOP
y=1LD (nn), SPy=3JR d
y=4..7JR cc[y-4], d
Relative jumps and assorted ops
z=1
q=0LD rp[p], nn
q=1ADD HL, rp[p]
16-bit load immediate/add
z=2
q=0p=0LD (BC), Ap=2LD (HL+), A
p=1LD (DE), Ap=3LD (HL-), A
q=1p=0LD A, (BC)p=2LD A, (HL+)
p=1LD A, (DE)p=3LD A, (HL-)
Indirect loading
z=3
q=0INC rp[p]
q=1DEC rp[p]
16-bit INC/DEC
z=4
INC r[y]
8-bit INC
z=5
DEC r[y]
8-bit DEC
z=6
LD r[y], n
8-bit load immediate
z=7
y=0RLCAy=4DAA
y=1RRCAy=5CPL
y=2RLAy=6SCF
y=3RRAy=7CCF
Assorted operations on accumulator/flags
FOR x=1
LD r[y], r[z]
8-bit loading
z=6
y=6HALT
Exception (replaces LD (HL), (HL))
FOR x=2
alu[y] r[z]
Operate on accumulator and register/memory location
FOR x=3
z=0
y=0..3RET cc[y]
y=4LD (0xFF00 + n), A y=6LD A, (0xFF00 + n)
y=5ADD SP, dy=7LD HL, SP+ d
Conditional return, mem-mapped register loads and stack operations
z=1
q=0POP rp2[p]
q=1p=0RETp=2JP HL
p=1RETIp=3LD SP, HL
POP & various ops
z=2
y=0..3JP cc[y], nn
y=4LD (0xFF00+C), Ay=6LD A, (0xFF00+C)
y=5LD (nn), Ay=7LD A, (nn)
Conditional jump
z=3
y=0JP nny=4(removed)
y=1(CB prefix)y=5(removed)
y=2(removed)y=6DI
y=3(removed)y=7EI
Assorted operations
z=4
y=0..3CALL cc[y], nny=4..7(removed)
Conditional call
z=5
q=0PUSH rp2[p]
q=1p=0CALL nnp=1..3(removed)
PUSH & various ops
z=6
alu[y] n
Operate on accumulator and immediate operand
z=7
RST y*8
Restart
 

3. CB-PREFIXED OPCODES

 
x=0
rot[y] r[z]
Roll/shift register or memory location
x=1
BIT y, r[z]
Test bit
x=2
RES y, r[z]
Reset bit
x=3
SET y, r[z]
Set bit
 

4. ACKNOWLEDGEMENTS

The original 'algorithm' described herein was constructed by studying an "instruction/flags affected/binary form/effect" list in a Romanian book called "Ghidul Programatorului ZX Spectrum" ("The ZX Spectrum Programmer's Guide").

Later, the opcodes was modified to represent the opcodes of the LR35902, a Z80 workalike used in the gameboy.

The exact effects and quirks of the CB/DD/ED/FD prefixes, as well as the undocumented ED and CB instructions, were learnt from "The Undocumented Z80 Documented" by Sean Young.

My sincere thanks to all those who have contributed with suggestions or corrections. They are mentioned in the following section.


5. REVISION HISTORY

Revision 1
Implemented a better representation for the DDCB instructions (thanks to Ven Reddy) and for certain "invalid" ED instructions, e.g. a more accurate NOP/NONI instead of an 8T NOP (thanks to Dr. Phillip Kendall). Fixed some typos.
Revision 2
Radically altered the presentation. Added an intro section, some diagrams, more comments and a Revision History section. Fixed some important typos and changed the wording in some places to avoid misunderstandings (thanks to BlueChip for his numerous and helpful suggestions; he also suggested that I add info on the signed number format and byte order).
Revison 3 (gameboy)
Alot of opcodes were stripped out to better represent the state of the gameboy's Z80 cpu. A few new ones were added

- EOF -