D

Don Hodges

donhodges.com · Personal blog · on HN since 2008

Don Hodges analyzes classic arcade games like Pac-Man, Donkey Kong, and Galaga at the code level, finding and fixing bugs.

What HN saysHN commenters recommend it for explicit low-level details on arcade games, including kill screen patches and ghost AI bugs, with the non-arcade pages to be ignored.
18HN people shared it
9linked it in comments
13stories submitted
181story points
4 years agolast shared
2008people per year2026

Most-shared posts

  1. 1
  2. 2
    Controlling the Barrels in Donkey Kong
    2 people · 66 points · first shared 2015 · 8 comments on HN
  3. 3
    A modulo arithmetic error in PacMan's ghost AI?
    2 people · 50 points · first shared 2010 · 5 comments on HN
  4. 4
    How high can you get: Fixing the Donkey Kong kill screen
    1 people · 5 points · first shared 2009 · discussion on HN
  5. 5
    Galaga's level wraparound bug, analysed and fixed.
    1 people · 3 points · first shared 2010 · discussion on HN
  6. 6
    A Prayer to the Global Corporate Gods
    1 people · 3 points · first shared 2021 · 1 comments on HN
  7. 7
    Donkey Kong Lays an Easter Egg (2009)
    1 people · 2 points · first shared 2014 · discussion on HN
  8. 8
  9. 9
    The High Price of Cell Phones (2007)
    1 people · 1 points · first shared 2021 · 1 comments on HN
  10. 10
    Archive
    1 people · first shared 2010

What HN people wrote when they linked it

gp2000 · 2016-11-06
The links to Don Hodges site are great if you want the explicit low-level details. For instance, he has a patch to fix the kill screen: http://donhodges.com/how_high_can_you_get2.htm I made a much less serious patch -- a backwards-facing Pac-Man that places dots instead of eating them: http://members.shaw.ca/gp2000/bacman.html
joezydeco · 2010-05-27
This is an interesting set of articles, given the renewed interest in 8-bit arcade games recently (cough cough PAC MAN). Ignore the non-arcade stuff: http://www.donhodges.com/archive.htm This all looks like child's play now, but 30 years ago this was cutting edge engineering. These arcade board sets generated pretty great games for the era without framebuffers (RAM was hellishly expensive), high-speed CPUs, or a lot of other conveniences we take for granted today.
Someone · 2017-03-14
If only things were that simple. A demo video can show that there is an interaction that doesn't stutter, not that there is no interaction that stutters. For an historical analogue: you can show hours of paying PacMan without finding its kill screen (http://www.donhodges.com/how_high_can_you_get2.htm)
STRML · 2016-11-06
The linked Don Hodges article about Level 256 is particularly fun to read, complete with a few proposed patches & a way to make the startup checksum still pass: http://donhodges.com/how_high_can_you_get2.htm A fun quote - it certainly seems better to have an ending, even if it is not intended: > "It is probably a good thing that Pac Man has this bug in its program. If it didn’t, expert players could conceivably be able to play the game indefinitely, because whenever they get tired they can just park Pac Man in the hiding places and leave the game to go eat, sleep, or whatever, and then return to the game and continue playing. The only limiting factor would have been the length of time that the game could run without a power outage or suffering from some other hardware failure. Experts would have been able to play the game for weeks, months, even years, or more."
sp332 · 2013-05-01
This page shows how to fix the Pac-Man kill screen: http://www.donhodges.com/how_high_can_you_get2.htm

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