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Dr.Disrespect Grandmaster Cheater
Reputation: 3
Joined: 17 Feb 2016 Posts: 526
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Posted: Sat Apr 02, 2016 5:44 pm Post subject: XMM registers, float, etc. |
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Please take a look at the attached pictures. When I open the FPU window and select "Float", the value of xmm0 is 75.00, but that value will change to "42960000" if I select "4 Bytes". What's the connection between "75" and "42960000"?
Moreover, after this:
Code: | movss [ebp-14],xmm0 |
The value at "ebp-14" changes to "00 00 96 42", but not "75", why? Is it because "75.00" is a float-point number and it needs to be converted to hexdecimal?
Last question, why do we need XMM registers? To deal with floating-point number? If so, should I always select "Float" mode in the FPU window in CE?
Thanks in advance. |
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Zanzer I post too much
Reputation: 126
Joined: 09 Jun 2013 Posts: 3278
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Posted: Sat Apr 02, 2016 6:20 pm Post subject: |
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Yes, floats are stored in a floating point notation due to having so many more possibilities than whole numbers.
Their computed value is an approximation of the real number they represent.
42960000 is the hexadecimal representation of the bytes for 75.0.
00 00 96 42 is the same value as seen in an array of bytes instead.
The XMM registers are used for floats/doubles as well as converting to/from integers. |
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Dr.Disrespect Grandmaster Cheater
Reputation: 3
Joined: 17 Feb 2016 Posts: 526
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Posted: Sat Apr 02, 2016 6:35 pm Post subject: |
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Zanzer wrote: | Yes, floats are stored in a floating point notation due to having so many more possibilities than whole numbers.
Their computed value is an approximation of the real number they represent.
42960000 is the hexadecimal representation of the bytes for 75.0.
00 00 96 42 is the same value as seen in an array of bytes instead.
The XMM registers are used for floats/doubles as well as converting to/from integers. |
Thanks Zaner.
One more question though:
Do games usually use floating-point numbers to calculate damage or coordinates of a unit? So if I see xmm registers being used, can I assume that the purpose of the codes around them are used for calculating such values? |
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Zanzer I post too much
Reputation: 126
Joined: 09 Jun 2013 Posts: 3278
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Posted: Sat Apr 02, 2016 9:23 pm Post subject: |
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Yes, most games use floats for that because there are often modifiers, status bars, or various other reasons to use a decimal value.
Unless you're playing a turn-based game with grid movement, you're not likely to have whole numbers representing the unit's movement.
If you see XMM registers you can pretty much guarantee that you're going to be doing some decimal calculations.
Sometimes it may first load an integer to convert into a decimal and then do some math.
For example, armor may be represented by a 4-byte integer.
In order to reduce the damage taken, it may need to be converted into its decimal notation.
Or lets say you have a float health, like in most games.
Well you don't want to display it to the player as 99.9842389402384.
So you'll take the float value and convert it into an integer for display purposes. |
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Dr.Disrespect Grandmaster Cheater
Reputation: 3
Joined: 17 Feb 2016 Posts: 526
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Posted: Sat Apr 02, 2016 11:02 pm Post subject: |
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Zanzer wrote: | Yes, most games use floats for that because there are often modifiers, status bars, or various other reasons to use a decimal value.
Unless you're playing a turn-based game with grid movement, you're not likely to have whole numbers representing the unit's movement.
If you see XMM registers you can pretty much guarantee that you're going to be doing some decimal calculations.
Sometimes it may first load an integer to convert into a decimal and then do some math.
For example, armor may be represented by a 4-byte integer.
In order to reduce the damage taken, it may need to be converted into its decimal notation.
Or lets say you have a float health, like in most games.
Well you don't want to display it to the player as 99.9842389402384.
So you'll take the float value and convert it into an integer for display purposes. |
Sorry for the late reply. Thanks for the explanation.  |
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