Memory watch is a tool designed to values of specific known memory values in the game's RAM. Memory watch does not find values. To find useful values to monitor, see Cheats, Ram filter, Hex Editor, and Debugger.
To display a ram value, simply type its address into one of the address fields. The name field allows you to put a brief description of the value.
You must put in the hexi-decimal value of the address, but the value will be displayed will be decimal by default.
To display the value in hex, use a prefix of "x" (such as x00FD).
Use the prefix "!" to display a 2 byte value.
Use a prefix of "X" to watch a 2 byte value in hex.
Saving/Loading Watch files
You can save your addresses into watch files, as well as loading previous files using the standard save,load,new options in the File menu.
FCEUX uses the /memw folder by default but you can specify a new default folder in the Directory Override menu.
If you select Load on Start up, Memory watch will load up automatically when FCEU is started.
If you select Load Last File on Start up, the most recent file in the Recent folder will be loaded when memory watch is loaded.
If you select Collapse to 1 Column (or press the right arrow button on the bottom left of the dialog), the memory watch dialog is reduced to just 1 column.
Frozen Memory Addresses
Memory Change Monitor
The bottom of the memory watch dialog displays a memory change monitoring section. This monitors the 1st two values of each memory watch column. Rather than monitoring the value itself, this monitors the value's behavior.
The address being monitored is under the address column.
The Formula drop down box shows which criteria the change monitoring is using.
The count value displays how many times the value has changed based on the criteria.
Reset will reset the count to 0.
As an example of the memory change monitoring, Let's say we are recording a movie of the game Super C and want to keep track of when the game lags.
The ram address 001C functions as a "lag flag". It will remain 0, then change to a positive value on a frame that the game lags.
We could put 001C in one of the 1st two memory watch edit boxes. Then set the corresponding formula in the memory change monitoring to "> then" (greater than). Now the count will show us how many lag frames occur in the movie.
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