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LOOP (Super FX): Difference between revisions
From SnesLab
(of the 3 types of implied 1 is the closest) |
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The next instruction after LOOP is already loaded into the pipeline. | The next instruction after LOOP is already loaded into the pipeline. | ||
==== Syntax ==== | |||
<pre> | |||
LOOP | |||
</pre> | |||
=== External Links === | === External Links === |
Revision as of 00:58, 6 July 2024
Basic Info | |||||||
---|---|---|---|---|---|---|---|
Addressing Mode | Opcode | Length | ROM Speed | RAM Speed | Cache Speed | ||
Implied (type 1) | 3C | 1 byte | 3 cycles | 3 cycles | 1 cycle |
Flags Affected | ||||||||
---|---|---|---|---|---|---|---|---|
B | ALT1 | ALT2 | O/V | S | CY | Z | ||
0 | 0 | 0 | . | . |
LOOP is a Super FX instruction that decrements R12. If the zero flag is set afterwards, R15 is incremented. Otherwise, R13 is stored to R15.
The next instruction after LOOP is already loaded into the pipeline.
Syntax
LOOP
External Links
- Official Nintendo documentation on LOOP: paragraph 9.54 on page 2-9-77 of Book II