 |
Cheat Engine The Official Site of Cheat Engine
|
| View previous topic :: View next topic |
| Author |
Message |
Muffin Baker How do I cheat?
Reputation: 0
Joined: 08 Aug 2008 Posts: 8 Location: In your scripts.
|
|
| Back to top |
|
 |
Psy Grandmaster Cheater Supreme
Reputation: 1
Joined: 27 Mar 2008 Posts: 1366
|
Posted: Sat Oct 18, 2008 9:55 am Post subject: |
|
|
Use cheat engine to alter the data-type or use one of the many html pages around which do the same job. As I found out, float converting is not as straight forward as it seems, there are many steps to doing it. There is some very detailed information out there if you just search for it.
~Psych
|
|
| Back to top |
|
 |
Muffin Baker How do I cheat?
Reputation: 0
Joined: 08 Aug 2008 Posts: 8 Location: In your scripts.
|
Posted: Sat Oct 18, 2008 10:35 am Post subject: |
|
|
| [Psych] wrote: | Use cheat engine to alter the data-type or use one of the many html pages around which do the same job. As I found out, float converting is not as straight forward as it seems, there are many steps to doing it. There is some very detailed information out there if you just search for it.
~Psych |
Thanks for the fast reply, I did find several websites that convert binary to decimal but they don't convert floats. Also found several pages that explain how its suposed to be done but after finding the mantissa (which I did) it just shows the answer without explaining the converting steps....
_________________
Always Outnumbered Never Outgunned. |
|
| Back to top |
|
 |
majick Expert Cheater
Reputation: 1
Joined: 08 Sep 2007 Posts: 112 Location: tennessee
|
Posted: Mon Oct 27, 2008 7:51 pm Post subject: |
|
|
i think this is what your asking im a bit toasty i hate to make an a$. of myself
The Conversion Procedure
The rules for converting a decimal number into floating point are as follows:
Convert the absolute value of the number to binary, perhaps with a fractional part after the binary point. This can be done by converting the integral and fractional parts separately. The integral part is converted with the techniques examined previously. The fractional part can be converted by multiplication. This is basically the inverse of the division method: we repeatedly multiply by 2, and harvest each one bit as it appears left of the decimal.
Append × 20 to the end of the binary number (which does not change its value).
Normalize the number. Move the binary point so that it is one bit from the left. Adjust the exponent of two so that the value does not change.
Place the mantissa into the mantissa field of the number. Omit the leading one, and fill with zeros on the right.
Add the bias to the exponent of two, and place it in the exponent field. The bias is 2k−1 − 1, where k is the number of bits in the exponent field. For the eight-bit format, k = 3, so the bias is 23−1 − 1 = 3. For IEEE 32-bit, k = 8, so the bias is 28−1 − 1 = 127.
Set the sign bit, 1 for negative, 0 for positive, according to the sign of the original number.
Using The Conversion Procedure
Convert 2.625 to our 8-bit floating point format.
The integral part is easy, 210 = 102. For the fractional part: 0.625 × 2 = 1.25 1 Generate 1 and continue with the rest.
0.25 × 2 = 0.5 0 Generate 0 and continue.
0.5 × 2 = 1.0 1 Generate 1 and nothing remains.
So 0.62510 = 0.1012, and 2.62510 = 10.1012.
Add an exponent part: 10.1012 = 10.1012 × 20.
Normalize: 10.1012 × 20 = 1.01012 × 21.
Mantissa: 0101
Exponent: 1 + 3 = 4 = 1002.
Sign bit is 0.
The result is 01000101. Represented as hex, that is 4516.
Convert -4.75 to our 8-bit floating point format.
The integral part is 410 = 1002. The fractional: 0.75 × 2 = 1.5 1 Generate 1 and continue with the rest.
0.5 × 2 = 1.0 1 Generate 1 and nothing remains.
So 4.7510 = 100.112.
Normalize: 100.112 = 1.00112 × 22.
Mantissa is 0011, exponent is 2 + 3 = 5 = 1012, sign bit is 1.
So -4.75 is 11010011 = d316
Convert 0.40625 to our 8-bit floating point format.
Converting: 0.40625 × 2 = 0.8125 0 Generate 0 and continue.
0.8125 × 2 = 1.625 1 Generate 1 and continue with the rest.
0.625 × 2 = 1.25 1 Generate 1 and continue with the rest.
0.25 × 2 = 0.5 0 Generate 0 and continue.
0.5 × 2 = 1.0 1 Generate 1 and nothing remains.
So 0.4062510 = 0.011012.
Normalize: 0.011012 = 1.1012 × 2-2.
Mantissa is 1010, exponent is -2 + 3 = 1 = 0012, sign bit is 0.
So 0.40625 is 00011010 = 1a16
Convert -12.0 to our 8-bit floating point format.
1210 = 11002.
Normalize: 1100.02 = 1.12 × 23.
Mantissa is 1000, exponent is 3 + 3 = 6 = 1102, sign bit is 1.
So -12.0 is 11101000 = e816
Convert decimal 1.7 to our 8-bit floating point format.
The integral part is easy, 110 = 12. For the fractional part: 0.7 × 2 = 1.4 1 Generate 1 and continue with the rest.
0.4 × 2 = 0.8 0 Generate 0 and continue.
0.8 × 2 = 1.6 1 Generate 1 and continue with the rest.
0.6 × 2 = 1.2 1 Generate 1 and continue with the rest.
0.2 × 2 = 0.4 0 Generate 0 and continue.
0.4 × 2 = 0.8 0 Generate 0 and continue.
0.8 × 2 = 1.6 1 Generate 1 and continue with the rest.
0.6 × 2 = 1.2 1 Generate 1 and continue with the rest.
…
The reason why the process seems to continue endlessly is that it does. The number 7/10, which makes a perfectly reasonable decimal fraction, is a repeating fraction in binary, just as the faction 1/3 is a repeating fraction in decimal. (It repeats in binary as well.) We cannot represent this exactly as a floating point number. The closest we can come in four bits is .1011. Since we already have a leading 1, the best eight-bit number we can make is 1.1011.
Already normalized: 1.10112 = 1.10112 × 20.
Mantissa is 1011, exponent is 0 + 3 = 3 = 0112, sign bit is 0.
The result is 00111011 = 3b16. This is not exact, of course. If you convert it back to decimal, you get 1.6875.
Convert -1313.3125 to IEEE 32-bit floating point format.
The integral part is 131310 = 101001000012. The fractional: 0.3125 × 2 = 0.625 0 Generate 0 and continue.
0.625 × 2 = 1.25 1 Generate 1 and continue with the rest.
0.25 × 2 = 0.5 0 Generate 0 and continue.
0.5 × 2 = 1.0 1 Generate 1 and nothing remains.
So 1313.312510 = 10100100001.01012.
Normalize: 10100100001.01012 = 1.010010000101012 × 210.
Mantissa is 01001000010101000000000, exponent is 10 + 127 = 137 = 100010012, sign bit is 1.
So -1313.3125 is 11000100101001000010101000000000 = c4a42a0016
Convert 0.1015625 to IEEE 32-bit floating point format.
Converting: 0.1015625 × 2 = 0.203125 0 Generate 0 and continue.
0.203125 × 2 = 0.40625 0 Generate 0 and continue.
0.40625 × 2 = 0.8125 0 Generate 0 and continue.
0.8125 × 2 = 1.625 1 Generate 1 and continue with the rest.
0.625 × 2 = 1.25 1 Generate 1 and continue with the rest.
0.25 × 2 = 0.5 0 Generate 0 and continue.
0.5 × 2 = 1.0 1 Generate 1 and nothing remains.
So 0.101562510 = 0.00011012.
Normalize: 0.00011012 = 1.1012 × 2-4.
Mantissa is 10100000000000000000000, exponent is -4 + 127 = 123 = 011110112, sign bit is 0.
So 0.1015625 is 00111101110100000000000000000000 = 3dd0000016
Convert 39887.5625 to IEEE 32-bit floating point format.
The integral part is 3988710 = 10011011110011112. The fractional: 0.5625 × 2 = 1.125 1 Generate 1 and continue with the rest.
0.125 × 2 = 0.25 0 Generate 0 and continue.
0.25 × 2 = 0.5 0 Generate 0 and continue.
0.5 × 2 = 1.0 1 Generate 1 and nothing remains.
So 39887.562510 = 1001101111001111.10012.
Normalize: 1001101111001111.10012 = 1.00110111100111110012 × 215.
Mantissa is 00110111100111110010000, exponent is 15 + 127 = 142 = 100011102, sign bit is 0.
So 39887.5625 is 01000111000110111100111110010000 = 471bcf9016
_________________
|
|
| Back to top |
|
 |
Psy Grandmaster Cheater Supreme
Reputation: 1
Joined: 27 Mar 2008 Posts: 1366
|
Posted: Tue Oct 28, 2008 3:28 am Post subject: |
|
|
| Its ok to copy and paste isn't it, without understanding what you have put or giving any credits....
|
|
| Back to top |
|
 |
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum
|
|