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Machine Cycle: Difference between revisions

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# last bullet point under 13.2 of [https://archive.org/details/SNESDevManual/book1/page/n78 page 2-13-1 of Book I] of the official Super Nintendo development manual
# last bullet point under 13.2 of [https://archive.org/details/SNESDevManual/book1/page/n78 page 2-13-1 of Book I] of the official Super Nintendo development manual
# Figure 3-4-2 "Clear Timing" on [https://archive.org/details/SNESDevManual/book1/page/n161 page 3-4-1 of Book I], lbid.
# Figure 3-4-2 "Clear Timing" on [https://archive.org/details/SNESDevManual/book1/page/n161 page 3-4-1 of Book I], lbid.
# Absolute Multiplication/Division on [https://archive.org/details/SNESDevManual/book1/page/n81 page 2-15-1 on Book I], lbid.
# 15.2 Absolute Multiplication/Division on [https://archive.org/details/SNESDevManual/book1/page/n81 page 2-15-1 on Book I], lbid.
#  https://ersanio.gitbook.io/assembly-for-the-snes/deep-dives/cycles
#  https://ersanio.gitbook.io/assembly-for-the-snes/deep-dives/cycles



Revision as of 05:39, 18 August 2024

A Machine Cycle is one tick of the 5A22. It may be configured to take 6, 8, or 12 master clock cycles. In the SNES scene, we call the 6:1 configuration fastROM and the 8:1 configuration slowROM.

Multiplication takes about 8 machine cycles and division takes about 16.[3]

See Also

References

  1. last bullet point under 13.2 of page 2-13-1 of Book I of the official Super Nintendo development manual
  2. Figure 3-4-2 "Clear Timing" on page 3-4-1 of Book I, lbid.
  3. 15.2 Absolute Multiplication/Division on page 2-15-1 on Book I, lbid.
  4. https://ersanio.gitbook.io/assembly-for-the-snes/deep-dives/cycles