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LDB (Super FX): Difference between revisions
From SnesLab
(→External Links: 9.45) |
(implied indirect admode) |
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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''' | ||
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|[[Implied Indirect]] | |||
|3D4m | |3D4m | ||
|2 byte | |2 byte |
Revision as of 00:33, 2 July 2024
Basic Info | |||||||
---|---|---|---|---|---|---|---|
Addressing Mode | Opcode | Length | ROM Speed | RAM Speed | Cache Speed | ||
Implied Indirect | 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 high byte of the destination register is zeroed.
Part of the reason why LDB takes so many cycles is that the GSU waits for data to be loaded from game pak ram.
See Also
External Links
- Official Super Nintendo development manual on LDB: 9.45 on Page 2-9-64 of Book II
- example: Page 2-9-65, lbid.