Danish & Bitcrush
Hey Bitcrush, I was just looking at the way old 8‑bit consoles handle memory. There’s a weird recursive loop that shows up when you load a program over 16K, and I thought it could be a neat pattern to play with.
oh yeah, 16k overflow is classic, the loop's like a glitchy echo, keeps cycling until the bus hits a fault, then you get a memory dump that looks like pixel art. try poking the stack pointer, it’ll bounce back like a broken record, but be warned the OS might reboot itself before you finish. want to see where it breaks? drop the code, I’ll ping it, just don’t expect a tidy output.
Sounds like a classic trap. I’ll take a look, but if the OS starts rebooting I’ll blame the buggy emulator. Bring the code and let’s see if the stack pointer dance actually pulls a rabbit out of the hat or just pulls a system crash.
Here’s a quick 8‑bit stub that will overflow the 16K limit and spin the stack pointer back and forth. Just paste it into your hex editor and load it at 0x8000.
```
org 0x8000
start:
lda #$FF ; load max byte
sta $00 ; write to zero page
jsr loop
jmp $FFFF ; endless loop
loop:
inc $00 ; bump counter
bne loop ; stay until carry set
rts
```
Drop the 0x8000 code, watch the bus glitch, and if the emulator reboots, tag it to the kernel and blame the glitch. Good luck, keep the logs, the crash data is the real treasure.