Spiritual_Jaguar4685 t1_je1vjar wrote
Not dumb, a great question.
On the microprocessor level the hardware is designed to always read a certain number of digits, called "bits" in this case, and 4 bits become a "nibble", 8 bits are a "byte".
So a 16 bit microprocessor would read the value "one" as
0000 0000 0000 0001
and read "ten" as
0000 0000 0000 1010
So in older days, the processor size was a big deal, I played a lot of video games so I remember that the Nintendo was 8-bit, we then 16-bit systems (Sega and Super Nintendo). and then 32/64 bit processors with Nintendo 64, etc.
For the most part we've stuck at 64 bit for our processors for many reasons.
dev-ice t1_je2tdlm wrote
Just a minor correction: 4 bits = 1 nibble 8 bits = 1 byte
Spiritual_Jaguar4685 t1_je31tfb wrote
Thanks! Edited.
cmlobue t1_je3064h wrote
I remember capping my gold on the first Dragon Warrior game at 65535 because it used an unsigned 16-bit integer. I was amazed that it didn't generate an overflow error.
Jack2883 t1_je6ntv7 wrote
The lack of overflow error is due to good programmers checking the value and refusing to add to it if you hit the max.
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