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LM (Super FX): Difference between revisions
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!colspan="8"|Basic Info | !colspan="8"|Basic Info | ||
|+ | |+ | ||
|'''Addressing Mode''' | |||
|'''Opcode''' | |'''Opcode''' | ||
|'''Length''' | |'''Length''' | ||
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|'''Cache Speed''' | |'''Cache Speed''' | ||
|+ | |+ | ||
| | |||
|3DFnxxxx | |3DFnxxxx | ||
|4 bytes | |4 bytes | ||
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|[[ALT1]] | |[[ALT1]] | ||
|[[ALT2]] | |[[ALT2]] | ||
|O/V | |[[O/V]] | ||
|[[Sign Flag|S]] | |[[Sign Flag|S]] | ||
|[[CY]] | |[[CY]] | ||
|Z | |[[Zero Flag|Z]] | ||
|+ | |+ | ||
|0 | |0 | ||
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|} | |} | ||
'''LM''' is a [[Super FX]] instruction that loads data from [[Game Pak]] RAM. | '''LM''' (Load from raM) is a [[Super FX]] instruction that loads data from [[Game Pak]] RAM. | ||
The [[ALT0]] state is restored. | |||
==== Syntax ==== | |||
<pre> | |||
LM Rn, (xx) | |||
</pre> | |||
==== Example ==== | |||
Let: | |||
(70:bacch) = 28h | |||
(70:bacdh) = 96h | |||
RAMBR = 70h | |||
After executing LM R<sub>9</sub>, (0bacch): | |||
R<sub>9</sub> = 9628h | |||
=== See Also === | === See Also === | ||
* [[Lunar Magic]] | |||
* [[LMS]] | * [[LMS]] | ||
* [[RAMB]] | |||
* [[ALT1]] | |||
* [[SM]] | |||
* [[SMS]] | |||
=== External Links === | === External Links === | ||
* Official Nintendo documentation on LM: [https://archive.org/details/SNESDevManual/book2/page/n226 Page 2-9-70 of Book II] | * Official Nintendo documentation on LM: 9.50 on [https://archive.org/details/SNESDevManual/book2/page/n226 Page 2-9-70 of Book II] | ||
[[Category:ASM]] | [[Category:ASM]] | ||
[[Category:Super FX]] | [[Category:Super FX]] | ||
[[Category:Data Transfer Instructions]] | [[Category:Data Transfer Instructions]] |
Latest revision as of 11:18, 31 July 2024
Basic Info | |||||||
---|---|---|---|---|---|---|---|
Addressing Mode | Opcode | Length | ROM Speed | RAM Speed | Cache Speed | ||
3DFnxxxx | 4 bytes | 20 cycles | 21 cycles | 11 cycles |
Flags Affected | ||||||||
---|---|---|---|---|---|---|---|---|
B | ALT1 | ALT2 | O/V | S | CY | Z | ||
0 | 0 | 0 | . | . | . | . |
LM (Load from raM) is a Super FX instruction that loads data from Game Pak RAM.
The ALT0 state is restored.
Syntax
LM Rn, (xx)
Example
Let:
(70:bacch) = 28h (70:bacdh) = 96h RAMBR = 70h
After executing LM R9, (0bacch):
R9 = 9628h
See Also
External Links
- Official Nintendo documentation on LM: 9.50 on Page 2-9-70 of Book II