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RPIX (Super FX): Difference between revisions
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=== External Links === | === External Links === | ||
* Official Nintendo documentation on RPIX: https://archive.org/details/SNESDevManual/book2/page/n263 | * Official Nintendo documentation on RPIX: [https://archive.org/details/SNESDevManual/book2/page/n263 Page 2-9-107 of Book II] | ||
[[Category:ASM]] | [[Category:ASM]] | ||
[[Category:Super FX]] | [[Category:Super FX]] | ||
[[Category:Plot-related Instructions]] | [[Category:Plot-related Instructions]] |
Revision as of 23:26, 6 July 2023
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.
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 Clobbered | ||||||||
---|---|---|---|---|---|---|---|---|
B | ALT1 | ALT2 | O/V | S | CY | Z | ||
0 | 0 | 0 | . | . |
External Links
- Official Nintendo documentation on RPIX: Page 2-9-107 of Book II