[ Post New Message | Post Reply to this One | Send Private Email to Chris Parsley | Help ]

Response to A question about PacMan's very late stages

from Chris Parsley (cparsley1@hotmail.com)
The reason that round 256 problems happen in earlier made games is because they used the hexidecimal number system to save data space - aka the same memory saving technique that now makes the y2k problem, and 256 is one number too high as the highest number that can be done is 255. That's why Galaga, Pacman and the like have that problem. The hard reason is actually a suprise, but they used one additional memory space for round number on hard level only. Allows for 16*16*16 levels in that game.
(posted 9683 days ago)

[ Previous | Next ]