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RPIX (Super FX): Difference between revisions

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'''RPIX''' 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.
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!colspan="9"|Flags Clobbered
!colspan="9"|Flags Affected
|+
|+
|B
|B
|ALT1
|[[ALT1]]
|ALT2
|[[ALT2]]
|O/V
|[[O/V]]
|S
|S
|CY
|[[CY]]
|Z
|Z
|+
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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.
The X coordinate is specified by R1 and the Y coordinate is specified by R2.
=== See Also ===
* [[PLOT]]
* [[COLOR]]
=== 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]
* 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]]
[[Category:Super FX]]
[[Category:Super FX]]
[[Category:Plot-related Instructions]]
[[Category:Plot-related Instructions]]
[[Category:Two-byte Instructions]]

Latest 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