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Kill screen
Kill screen is a term utilised to describe the poin
0018: C0 RET NZ; Return if not zero |
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0F7E A7 AND A ; Perform Bitwise AND of A with A |
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
| Title | Kill screen |
|---|---|
| Dig Dug | 256th round |
| Donkey Kong | 22nd stage, 117th screen |
| Duck Hunt | Level 100 |
| Frogger | Integer Overflow |
| Galaga | Integer Overflow |
| Pac-Man | Stage 256 |
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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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Kill screen is part of a series on Visit the Gaming Portal for complete coverage. |
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