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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: 9.45 on [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. | * example: [https://archive.org/details/SNESDevManual/book2/page/n221 Page 2-9-65], lbid. | ||
Revision as of 20:59, 1 July 2024
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 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.