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No matter what the player does, the "Pac-dots collected" count will never be large enough, so the game cannot progress and ends here. This attempt to draw 256 fruit on the screen, overwriting many other items - such as the precious Pac-dots required to complete the level - whilst doing so, is the cause of this dramatic glitch. The loop will dutifully draw fruit on the screen repeatedly until it has finished, by which time it will have drawn "level number + 1" fruit, which is fine when the level number is less than eight, but not when it is 255. but subtracting anything from 0 will cause it to underflow to 255. (This is in the us btw) digitally yes it does, but not the disc version. Just like the GTA Definitive Trilogy, the ps4 physical does not give you the digital ps5 version unfortunately. It prompts me to purchase the game again. The fruit-drawing loop will then proceed to draw a fruit, subtract from the counter, check if it's equal to 0. I Inserted it into my ps5 just to test it out and it doesn’t. LD DE,#3B08: Load the address of the cherry into DE.JP NC,#2C2E: Don't jump to large-number fruit handling code.INC A: Increment 255 to 256 - this overflows to 0.even if it's 0! But if the level number is 255, the implementation's main flaw is exposed: This code works fine if the level number is 1, 2, 3, 4.
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#Does pac man ps4 contain all levels Patch
(The assembly code is reproduced and explained in detail here, which also includes a patch to remove the glitch.) LD DE,#3B08: Load the address of the cherry into DE.JP NC,#2C2E: If not, jump to large-number fruit handling code.LD A,(#4E13): Load the level number (at memory address 0x4E13) into A.The way the game calculates the number of fruit to draw is as follows:
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