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LJMP (Super FX): Difference between revisions

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{| class="wikitable" style="float:right;clear:right;width:50%"
!colspan="8"|Basic Info
!colspan="8"|Basic Info
|+
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|'''Addressing Mode'''
|'''Opcode'''
|'''Opcode'''
|'''Length'''
|'''Length'''
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|'''Cache Speed'''
|'''Cache Speed'''
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|[[Absolute Long Implied]] (type 1)
|3D9n
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|2 bytes
|2 bytes
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{| class="wikitable" style="float:right;clear:right;width:30%"
!colspan="9"|Flags Clobbered
!colspan="9"|Flags Affected
|+
|+
|B
|[[B Flag|B]]
|ALT1
|[[ALT1]]
|ALT2
|[[ALT2]]
|O/V
|[[O/V]]
|S
|[[Sign Flag|S]]
|CY
|[[CY]]
|Z
|[[Zero Flag|Z]]
|+
|+
|0
|0
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'''LJMP''' is a [[Super FX]] instruction that performs a (possibly interbank) jump.
'''LJMP''' (Long Jump) is a [[Super FX]] instruction that performs a (possibly interbank) jump.


According to [[fullsnes]], the official documentation has the bank and offs operands for LJMP mixed up. [2]
The low byte of the [[source register]] is loaded into the [[program bank register]].  The high byte of the source register is ignored.
 
According to [[fullsnes]], the official documentation has the bank and offs operands for LJMP mixed up. <sup>[3]</sup>
 
The operand can be any general register from R<sub>8</sub> to R<sub>13</sub>.  The value of this general register is loaded into R<sub>15</sub> (the program counter).
 
The instruction following LJMP is already in the pipeline (the delay slot) and will be executed before the first instruction at the jump target.
 
The [[ALT0]] state is restored.  All cache flags are reset.
 
==== Syntax ====
<pre>
LJMP Rn
</pre>
 
=== Example ===
Let:
R<sub>1</sub> : 0001h
The following program jumps from 00:8006h to 01:0002h:
bank :addr  code
00  :8000h IWT R<sub>10</sub>, #0002h
00  :8003h FROM R<sub>1</sub>
00  :8004h LJMP R<sub>10</sub>
00  :8006h NOP
 
=== See Also ===
* [[JMP (Super FX)]]
* [[JMP]]
* [[BRA (Super FX)]]
* [[BRA]]
* [[ALT1]]


=== External Links ===
=== External Links ===
# Official Nintendo documentation on LJMP: [https://archive.org/details/SNESDevManual/book2/page/n225 Page 2-9-69 of Book II]
# Official Nintendo documentation on LJMP: 9.49 on [https://archive.org/details/SNESDevManual/book2/page/n225 page 2-9-69 of Book II]
# [https://archive.org/details/SNESDevManual/book2/page/n133 page 2-6-11 of Book II], lbid.
# https://problemkaputt.de/fullsnes.htm#snescartgsuncpumisc
# https://problemkaputt.de/fullsnes.htm#snescartgsuncpumisc


[[Category:ASM]]
[[Category:ASM]]
[[Category:Super FX]]
[[Category:Super FX]]
[[Category:Two-byte Instructions]]
[[Category:Instructions with Delay Slots]]

Latest revision as of 19:55, 31 July 2024

Basic Info
Addressing Mode Opcode Length ROM Speed RAM Speed Cache Speed
Absolute Long Implied (type 1) 3D9n 2 bytes 6 cycles 6 cycles 2 cycle
Flags Affected
B ALT1 ALT2 O/V S CY Z
0 0 0 . . . .

LJMP (Long Jump) is a Super FX instruction that performs a (possibly interbank) jump.

The low byte of the source register is loaded into the program bank register. The high byte of the source register is ignored.

According to fullsnes, the official documentation has the bank and offs operands for LJMP mixed up. [3]

The operand can be any general register from R8 to R13. The value of this general register is loaded into R15 (the program counter).

The instruction following LJMP is already in the pipeline (the delay slot) and will be executed before the first instruction at the jump target.

The ALT0 state is restored. All cache flags are reset.

Syntax

LJMP Rn

Example

Let:

R1 : 0001h

The following program jumps from 00:8006h to 01:0002h:

bank :addr  code
00   :8000h IWT R10, #0002h
00   :8003h FROM R1
00   :8004h LJMP R10
00   :8006h NOP

See Also

External Links

  1. Official Nintendo documentation on LJMP: 9.49 on page 2-9-69 of Book II
  2. page 2-6-11 of Book II, lbid.
  3. https://problemkaputt.de/fullsnes.htm#snescartgsuncpumisc