Quote:
Originally Posted by Hypex
Given FS-UAE is running primarily on little endian, and emulating a big endian computer, I am surprised it could be ignored at all or even require little work. It doesn't make sense that it would be harder to get it working on native big endian than it is easily working on little endian. The world doesn't make sense!
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No-one said it was harder. I even said that it wasn't complicated. But it is *some* extra work. For example, in some cases you need to convert values between big-endian and little-endian *if* the host is little-endian, and not if it is big-endian. Or maybe you need to specify different OpenGL texture format flags on little-endian vs big-endian. So you might need if-statements (or compiler defines) and write code for both cases. If you forget do this in one place, or ignore it on purpose for now to get it working at all for little-endian, then it won't work properly on big-endian.
In all cases, written code needs to be tested to ensure it is written correctly. So it hasn't really got anything to do with difficult vs. easy, but rather more about what hardware I can/will test on and what host platforms I officially support. That's what I'm going to focus on. I'm aware of big-endian vs. little-endian and usually take that into account when writing code.