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LDB (Super FX): Difference between revisions
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{| class="wikitable" style="float:right;clear:right;width:30%" | {| class="wikitable" style="float:right;clear:right;width:30%" | ||
!colspan="9"|Flags | !colspan="9"|Flags Affected | ||
|+ | |+ | ||
|B | |B | ||
|ALT1 | |[[ALT1]] | ||
|ALT2 | |[[ALT2]] | ||
|O/V | |[[O/V]] | ||
|S | |S | ||
|CY | |[[CY]] | ||
|Z | |Z | ||
|+ | |+ | ||
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'''LDB''' (Load Byte) is a [[Super FX]] instruction that loads one byte from the [[Game Pak]]. | '''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 low byte of the destination register is zeroed. | ||
=== See Also === | === See Also === | ||
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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: [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. | |||
[[Category:ASM]] | [[Category:ASM]] | ||
[[Category:Super FX]] | [[Category:Super FX]] | ||
[[Category:Data Transfer Instructions]] | [[Category:Data Transfer Instructions]] |
Latest revision as of 03:04, 16 December 2023
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 low byte of the destination register is zeroed.
See Also
External Links
- Official Super Nintendo development manual on LDB: Page 2-9-64 of Book II
- example: Page 2-9-65, lbid.