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LINK: Difference between revisions
From SnesLab
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LINK can be used to store a [[return address]] into R<sub>11</sub> when jumping to a subroutine. | LINK can be used to store a [[return address]] into R<sub>11</sub> when jumping to a subroutine. | ||
The [[ALT0]] state is restored. | |||
==== Syntax ==== | ==== Syntax ==== |
Latest revision as of 00:12, 13 July 2024
Basic Info | |||||||
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Addressing Mode | Opcode | Length | ROM Speed | RAM Speed | Cache Speed | ||
Immediate | 9n | 1 byte | 3 cycles | 3 cycles | 1 cycle |
Flags Affected | ||||||||
---|---|---|---|---|---|---|---|---|
B | ALT1 | ALT2 | O/V | S | CY | Z | ||
0 | 0 | 0 | . | . | . | . |
LINK is a Super FX instruction that stores the sum of R15 (program counter) and an immediate value (n) into R11. The operand n is the low nybble of the opcode and may be any integer from 1~4.
LINK can be used to store a return address into R11 when jumping to a subroutine.
The ALT0 state is restored.
Syntax
LINK #n
Example
Let:
R15 : 4368h
After executing the following program:
4368 LINK #4 4369 IWT R15, #74ffh 436C NOP 436B IBT R1, #12h
We have:
R11 = 4369h + 2 = 436bh
See Also
External Links
- Official Nintendo documentation on LINK: 9.48 on Page 2-9-68 of Book II