<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Donkey-Kong on Karpoke - Just Another Blog</title><link>http://karpoke.ignaciocano.com/tags/donkey-kong/</link><description>Recent content in Donkey-Kong on Karpoke - Just Another Blog</description><generator>Hugo -- 0.167.0</generator><language>es</language><lastBuildDate>Wed, 20 Mar 2013 01:21:00 +0100</lastBuildDate><atom:link href="http://karpoke.ignaciocano.com/tags/donkey-kong/index.xml" rel="self" type="application/rss+xml"/><item><title>How High Can You Get?</title><link>http://karpoke.ignaciocano.com/2013/03/20/how-high-can-you-get/</link><pubDate>Wed, 20 Mar 2013 01:21:00 +0100</pubDate><guid>http://karpoke.ignaciocano.com/2013/03/20/how-high-can-you-get/</guid><description>&lt;blockquote&gt;
&lt;p&gt;So I wanted to find out: what exactly is the bug in the program that
causes this behavior and also, can it be fixed?&lt;/p&gt;
&lt;p&gt;First I looked on the Internet to see if the answer has already been
found. Some good starting information is located at
&lt;a href="http://www.jeffsromhack.com/products/donkeykong_tech.htm"&gt;http://www.jeffsromhack.com/products/donkeykong_tech.htm&lt;/a&gt;. There, Jeff
Kulczycki breaks down the math of the kill screen, showing the formula
that is used to compute the bonus for each level. The formula says the
level times 10, plus 40, gives the number of hundreds in the bonus
timer. If the result is too large it is forced back down. The key to
this is that the level number is used in the calculation. On level 22
an overflow occurs, leaving the player with just 400 points on the
timer because the multiplication and addition yields a number larger
than 256.&lt;/p&gt;
&lt;/blockquote&gt;</description></item></channel></rss>