Comment by corysama

1 day ago

Then there’s the opposite situation. I knew the guys who ported NBA Jam: TE from arcade to PC (by hand-translating assembly!). Apparently the arcade CPU had bitwise addressing. And, because pretty much all of the data was aligned to bytes, the arcade programmers liked to stuff 3 bits of extra parameter data into the low bits of pointers.

it's not uncommon for runtimes to use always-zero bits from aligned pointers or bits above 48 (unused in most current 64bit CPUs) to store flags today. you don't need special 'bit-addressing' to do it. byte addressing works just fine.