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LDB (Super FX): Difference between revisions
From SnesLab
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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/ | * 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]] |
Revision as of 01:32, 11 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.
See Also
External Links
- Official Super Nintendo development manual on LDB: Page 2-9-64 of Book II
- example: Page 2-9-65, lbid.