Post subject: float values in RAM watch / search
Player (105)
Joined: 1/4/2013
Posts: 117
Location: Belgium
I was wondering if this feature will come with the next version. It can be very useful for 3D console, I think (in my opinion, seeing 27.32 is more obvious than 0x41da8f5c :p). I don't know if the ieee754 standard was used or if it's more complicated than I guess (The ugly fixed point 20.12 from Nintendo DS for exemple).
Former player
Joined: 11/25/2009
Posts: 77
Yes! I was hoping for this as well, especially since it hopefully means you'd implement memory.readfloat() and memory.writefloat() to the Lua frontend too (it's a bitch to implement it on your own, it seems...)
Editor, Emulator Coder
Joined: 8/7/2008
Posts: 1156
In progress in SVN. Whether ieeee754 standard was used (on console X) depends on which console X you mean (but probably). If some other float format is employed, someone had better tell us. Lua's memory.readfloat() etc. is completely unrelated to ramwatch/ramsearch.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3573)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Yes, the next release will have float, 20.12 and 12.4 fixed point options for ram watch and ram search
It's hard to look this good. My TAS projects
Former player
Joined: 11/25/2009
Posts: 77
Lua's memory.readfloat() etc. is completely unrelated to ramwatch/ramsearch.
Well, would you consider implementing the functions while you're at it (float values in general) anyway? I'm no C/C++/C# expert, but I wouldn't imagine it being too hard for you guys to implement it (I say that especially since you already have a bunch of memory.* code snippets you can probably reuse for such functions).
Emulator Coder
Joined: 6/8/2005
Posts: 236
Location: Madison, Wisconsin
zeromus wrote:
In progress in SVN. Whether ieeee754 standard was used (on console X) depends on which console X you mean (but probably). If some other float format is employed, someone had better tell us. Lua's memory.readfloat() etc. is completely unrelated to ramwatch/ramsearch.
I'm also curious how this is implemented as Commodore 64 uses 40 bit floating point values in its Basic/Kernal roms. Might be useful for games written in Basic+Assembly, of which there are numerous.