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RPIX (Super FX): Difference between revisions
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'''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. | '''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 | The X coordinate is specified by R<sub>1</sub> and the Y coordinate is specified by R<sub>2</sub>. | ||
=== See Also === | === See Also === |
Revision as of 18:37, 3 July 2024
Basic Info | |||||||
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Addressing Mode | 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 RPIX INSTRUCTION on page 2-8-9 of Book II, lbid.