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Coding > floating point and fixed point math

#4501 - dynamicman - Wed Apr 02, 2003 3:10 am

I read somewhere that floating point math is not good for GBA development. I have several questions (that hopefully can be answered)

Why is Floating point math not good?

Would fixed point math be a good replacement?

Would it be faster to use floating point math or create my own fixed point math library (coded in ASM)?

Does anybody have any helpful hints on this topic?

Thanks in advance (no pun intended)! I'm new here, and I hope to learn and contribute as much as I can.

#4506 - darkcloud - Wed Apr 02, 2003 4:14 am

Floats are slow on the gba because the gba does not have a dedicated fpu and thus, floats are processed in software.
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#4507 - dynamicman - Wed Apr 02, 2003 4:19 am

Is there a way to see my compiled code in ASM? What I mean is, can I somehow compile the code and compare what the compiled software floating point operations look like?

This would be helpful in comparing to fixed point math correct?

#4519 - Paul Shirley - Wed Apr 02, 2003 1:27 pm

removed