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Kill screen: Difference between revisions

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<Center>`t` in a [[video game]] where as a result of incompetent</center>
<Center>`t` in a [[video game]] where as a result of inco<span style="margin-top:5px; margin-bottom:5px; font-family:'Arial Rounded MT Bold', serif; font-size:15pt; color:Black; line-height:15pt;">mpet</span>ent</center>
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<Pre>~~ref:htpsrc!33j-.log/s6key't+go£ 65.284.3.45 </pre>       
<Pre>~~ref:htpsrc!33j-.log/s6key't+go£ ████████████  </pre>       


programming t<font color=Blue>¤</font>he players pr|ogression is permanantly prevented, period. ....<ref>[1]</ref></div>
<div class="action_buttons_header" style="text-align: right;">programming the <font color=Blue>¤</font>players progres|sion is permanantly prevented, period.</div>


[[File:Pacman_Kill_Screen.gif|center|p4c-mUNz kIlls[reen]]


{{Hover|65.284.3.45 -ruScan_p node1± 32.555.98.103 |The most commonly known examples of a Kill screen are those encountered in the arcade titles ''Donkey Kong'' and ''Pac-Man'', both are considered notable to elitists however both are considered "shit games" by everybody else.}}
<center>{{frame|[[File:Pacman_Kill_Screen.gif|center|p4c-mUNz kIlls[reen]]|background=black|border=mediumblue}}
{{Hover|'''-ruScan_p node1± 32.555.98.103''' |The Pac-Man Kill screen, encountered by a player after reaching level 256... meaning that they have no life.}}</center>


The most widely known examples of a Kill screen are those encountered in older [[arcade]] titles; both ''[[Monkey|Donkey Kong]]'' and ''[[Pac-Man]]'' are considered notable to gaming elitists however both are considered "shitty, boring games" by everybody else. ''Pac-Man's'' problem was that the level counter was a single 8-bit byte, {{hover|meaning only 256 distinct values (0–255) could be stored|In binary, the highest number you can store with 8 1s is 255, add 1 and it becomes 0000000 or 0}}. Upon reaching the 256th board logic informed the game that the player was at the [[Divide by zero|zeroth]] board, something it wasn't designed to handle, resulting in it going totally fucking spas╘ic.
<pre>0F7A 3A2962 LD A,(#6229) ; Load A with level number
0F7D 47    LD B,A      ; Copy this number into B
0F7E A7    AND A        ; Perform Bitwise AND of A with A
0F7F 17    RLA          ; Rotate Left the bits in A (multiply by 2)
0F80 A7    AND A        ; Perform Bitwise AND of A with A
0F81 17    RLA          ; Rotate Left the bits in A (multiply by 2)
0F82 A7    AND A        ; Perform Bitwise AND of A with A
0F83 17    RLA          ; Rotate Left the bits in A (multiply by 2)
0F84 80    ADD A,B      ; A = A + B
0F85 80    ADD A,B      ; A = A + B
0F86 C628  ADD A,#28    ; A = A + #28 (40 decimal)
0F88 FE51  CP #51      ; Is A >= #51 (81 decimal) ?
0F8A 3802  JR C,#0F8E  ; No, then skip ahead to #0F8E
0F8C 3E50  LD A,#50    ; Yes, then A = #50 (80 decimal)
0F8E 21B062 LD HL,#62B0  ; Load HL Address to store the result
0F91 0603  LD B,#03    ; For B = 1 to 3
0F93 77    LD (HL),A    ; Stores A in #62B0, #62B1, then #62B2
0F94 2C    INC L        ; L = L + 1
0F95 10FC  DJNZ #0F93  ; Next B</pre>
__<font size=3>#xternal l0001</font>______________________________________________________
* [http://www.donhodges.com/how_high_can_you_get.htm Killing the Killscreen by Donkeying with Kong: The Journey to Find and Fix Donkey Kong’s Logic Bomb]


__<font size=3>Se{{a{so</font>______________/________
__<font size=3>Se{{a{so</font>______________/________


*[[User:Mr_Jonzz/DUC|([u ][ ] nt]]
*[[User:Mr_Jonzz/DUC|([u ][ ] nt]]
*[[Pac-Man|@)ysbb`]]
*[[Pac-Man|@)ysbb`]]
*<font color=Blue>'0110!/o#http:¥</font>
*<font color=Blue>'0110!/o#http:¥</font>


<pre>1B2E: 21 E8 87 LD HL,$87E8 ; Load HL with address where subtotal is stored
...
1B37: 77 LD (HL),A ; Store answer into #87E8</pre>
{{Gaming}}
{{Gaming}}
{{corner|
2070    ⁿ
20A0    ₣ ₤  '''æ'''  €
2100    ℅
2110    ℓ  №   
2120  Ω  Æ   
{{colortext|red|2150}}    ″  Ŧ
2190  █ → ◄ ↔ ↕ 
}}

Revision as of 22:31, 16 November 2013

Kill screen is a term utilised to describe the poin

`t` in a video game where as a result of incompetent
~~ref:htpsrc!33j-.log/s6key't+go£ ████████████  
programming the ¤players progres|sion is permanantly prevented, period.


p4c-mUNz kIlls[reen
p4c-mUNz kIlls[reen
-ruScan_p node1± 32.555.98.103

The most widely known examples of a Kill screen are those encountered in older arcade titles; both Donkey Kong and Pac-Man are considered notable to gaming elitists however both are considered "shitty, boring games" by everybody else. Pac-Man's problem was that the level counter was a single 8-bit byte, meaning only 256 distinct values (0–255) could be stored. Upon reaching the 256th board logic informed the game that the player was at the zeroth board, something it wasn't designed to handle, resulting in it going totally fucking spas╘ic.

0F7A 3A2962 LD A,(#6229) ; Load A with level number
0F7D 47     LD B,A       ; Copy this number into B
0F7E A7     AND A        ; Perform Bitwise AND of A with A
0F7F 17     RLA          ; Rotate Left the bits in A (multiply by 2)
0F80 A7     AND A        ; Perform Bitwise AND of A with A
0F81 17     RLA          ; Rotate Left the bits in A (multiply by 2)
0F82 A7     AND A        ; Perform Bitwise AND of A with A
0F83 17     RLA          ; Rotate Left the bits in A (multiply by 2)
0F84 80     ADD A,B      ; A = A + B
0F85 80     ADD A,B      ; A = A + B
0F86 C628   ADD A,#28    ; A = A + #28 (40 decimal)
0F88 FE51   CP #51       ; Is A >= #51 (81 decimal) ?
0F8A 3802   JR C,#0F8E   ; No, then skip ahead to #0F8E
0F8C 3E50   LD A,#50     ; Yes, then A = #50 (80 decimal)
0F8E 21B062 LD HL,#62B0  ; Load HL Address to store the result
0F91 0603   LD B,#03     ; For B = 1 to 3
0F93 77     LD (HL),A    ; Stores A in #62B0, #62B1, then #62B2
0F94 2C     INC L        ; L = L + 1
0F95 10FC   DJNZ #0F93   ; Next B

__#xternal l0001______________________________________________________

__Se{{a{so______________/________

1B2E: 21 E8 87 	LD HL,$87E8 	; Load HL with address where subtotal is stored
...
1B37: 77 	LD (HL),A 	; Store answer into #87E8

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2070 ⁿ

20A0 ₣ ₤ æ

2100 ℅ 2110 ℓ № 2120 Ω Æ

2150 ″ Ŧ

2190 █ → ◄ ↔ ↕