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LDB (Super FX): Difference between revisions

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=== External Links ===
=== External Links ===
* Official Super Nintendo development manual on LDB: [https://archive.org/details/SNESDevManual/book2/page/n220 Page 2-9-64 of Book II]
* Official Super Nintendo development manual on LDB: 9.45 on [https://archive.org/details/SNESDevManual/book2/page/n220 Page 2-9-64 of Book II]
* example: [https://archive.org/details/SNESDevManual/book2/page/n221 Page 2-9-65], lbid.
* example: [https://archive.org/details/SNESDevManual/book2/page/n221 Page 2-9-65], lbid.



Revision as of 20:59, 1 July 2024

Basic Info
Opcode Length ROM Speed RAM Speed Cache Speed
3D4m 2 byte 11 cycles 13 cycles 6 cycle
Flags Affected
B ALT1 ALT2 O/V S CY Z
0 0 0 . . . .

LDB (Load Byte) is a Super FX instruction that loads one byte from the Game Pak and stores it in the low byte of the destination register. The high byte of the destination register is zeroed.

Part of the reason why LDB takes so many cycles is that the GSU waits for data to be loaded from game pak ram.

See Also

External Links