Ne (No Entry) - Pioneer LD-V8000 User Manual

Level ii
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Example: Call subroutine "A" (at 60) which calls subroutine "B" (at 200). Notice the
different code implementing the two types of subroutine return.
Address
Argument
0010
0060
1 ARG
0063
0065
0089
5 ARG
0200
0220
1 ARG
41) HALT
Function: This command makes the player exit Automatic Mode and enter Manual Mode.
Argument
[Ignored]
Explanation: This command stops program execution and returns the player to
Manual Mode. Note: If the player is not in Still Mode, it continues to "play" after a HALT.

42) NE (No Entry)

unction: NE instructs the player to "do nothing".
F
Argument
[ (*) ]
Explanation: NE's might be put into programs to reserve space for future program
modifications. Leading (non-significant) zeros in command arguments might be better.
Note: (*) NE is the one defined command that does not "eat" preceding digits as an
argument, but leaves them for the following command, just as if the NE was not there.
However, it is best not to rely on this. Also, the player takes 16.7 milliseconds (one field
time) to execute each NE command.
Pioneer LD-V8000 Level II User's Manual
Command
60
JUMP
GET
5
PUT
200
JUMP
BRANCH
BRANCH
Hex Code
BF
Hex Code
FF
LD-V8000 Level II • Chapter Four
Hex Code
Comment
0B
To subroutine "A", and R1 <-- 13
08
A: Get the return address from R1
09
and save it in Register 5
0B
go to another subroutine ("B"), & R1 <-- 69
CF
Return from subroutine "A"
...
B:
CF
Bottom level return, from subroutine "B"
Mnemonic
H
Mnemonic
NE
TP 114 v. 1.1
Jump
(cont.);
RCU Button
CLEAR/HALT
RCU Buttons
Play, F, F
8/92
HALT; NE
4-35

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