(10-28-2021, 06:33 AM)AdmiralCurtiss Wrote: It's got to do with aligned and unaligned memory accesses. For a type that is N bytes big, aligned access allows the values to only be on a addresses that are a multiple of N, where as unaligned allows them to be anywhere.
So as an example, a 32-bit (4 byte) integer type aligned search checks 0x8000'0000, 0x8000'0004, 0x8000'0008, 0x8000'000C, 0x8000'0010 etc, while unaligned would check 0x8000'0000, 0x8000'0001, 0x8000'0002, 0x8000'0003, 0x8000'0004, 0x8000'0005 and so on. The vast vast majority of games only ever store their values in an aligned manner, so only checking that can filter out useless results early -- plus it's a bit faster.
Ohh I see. That's useful to know. Thank you. Makes sense. Yup. I was just unfamiliar with the checkbox since it was new, otherwise I should have just known this lol. I tend to need to find unaligned stuff as well at times, so this could come in handy.
Thanks for your explanation again! Other than the issues I named, it's definitely a major step up from the old design. I really like how it's no longer limited to 50 searches and the GUI seems more flexible which is always nice.
