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RPIX (Super FX): Difference between revisions
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=== External Links === | === External Links === | ||
* Official Nintendo documentation on RPIX: 9.77 on [https://archive.org/details/SNESDevManual/book2/page/n263 Page 2-9-107 of Book II] | * Official Nintendo documentation on RPIX: 9.77 on [https://archive.org/details/SNESDevManual/book2/page/n263 Page 2-9-107 of Book II] | ||
* 8.1.3.3 on https://archive.org/details/SNESDevManual/book2/page/n148 | * 8.1.3.3 on [https://archive.org/details/SNESDevManual/book2/page/n148 page 2-8-9 of Book II], lbid. | ||
[[Category:ASM]] | [[Category:ASM]] |
Revision as of 08:35, 22 December 2023
Basic Info | |||||||
---|---|---|---|---|---|---|---|
Opcode | Length | ROM Speed | RAM Speed | Cache Speed | |||
3D4C | 2 byte | 24 to 80 cycles | 24 to 78 cycles | 20 to 74 cycles |
Flags Affected | ||||||||
---|---|---|---|---|---|---|---|---|
B | ALT1 | ALT2 | O/V | S | CY | Z | ||
0 | 0 | 0 | . | . |
RPIX (Read PIXel) is a Super FX instruction that loads a color from the Game Pak RAM and stores it in the destination register. It does this by first loading the color into the color matrix and converting it from PPU format.
The X coordinate is specified by R1 and the Y coordinate is specified by R2.
See Also
External Links
- Official Nintendo documentation on RPIX: 9.77 on Page 2-9-107 of Book II
- 8.1.3.3 on page 2-8-9 of Book II, lbid.