[HN Gopher] Super Mario 64 - Watch for Rolling Rocks - 0.5x a Pr...
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Super Mario 64 - Watch for Rolling Rocks - 0.5x a Presses [video]
Author : jjjjjjjjjjjjjjj
Score : 220 points
Date : 2023-07-14 15:33 UTC (7 hours ago)
(HTM) web link (www.youtube.com)
(TXT) w3m dump (www.youtube.com)
| macromaniac wrote:
| Can anyone recommend other rabbit hole videos like the parents?
| It can be in any topic. I love these types of videos that show
| just how deep things are.
|
| https://youtu.be/_hjRvZYkAgA is my current favorite.
| cityofdelusion wrote:
| Marcel Vos has quite a few YouTube videos going into the
| mechanics of the Roller Coaster Tycoon games, especially taken
| to the extremes.
|
| https://youtu.be/KVgoy_a_gWI
| DizzyDoo wrote:
| I recently quite enjoyed this video[0] about beginning to
| decompile an old Lego PC Game I remember from when I was a
| child.
|
| [0] - https://www.youtube.com/watch?v=MToTEqoVv3I
| fullshark wrote:
| Karl Jobst speed running videos
| tiltowait wrote:
| I don't care about speedrunning at all, but even I find his
| videos (particularly the Doom ones) immensely enjoyable.
| mrob wrote:
| I recommend his video on speedrunning the first level of
| Quake, including an overview of the importance of Quake to
| speedrunning as a whole, and an explanation of Quake's
| movement mechanics that make getting a good time so complex:
|
| https://www.youtube.com/watch?v=43d8fICz6gM
| [deleted]
| jwilkin wrote:
| Here's another great one on always beating Pokemon with the
| same set of inputs: https://youtu.be/6gjsAA_5Agk
| greenn wrote:
| pannen's commentated videos are always a treat. He started
| uploading again this year after a long hiatus (that started after
| this video) and I can't wait for more.
|
| If you're interested in Super Mario 64 speedruns, the video[0]
| "The Story of the Greatest Super Mario 64 Speedrunners" is great.
|
| [0]: https://www.youtube.com/watch?v=PdLj5OrTOdY
| padangitik wrote:
| I am so amazed by this. I am always impressed when people are so
| moved by some passion that they can put this extreme level of
| dedicated work into something. I have only rarely felt passions
| that move me to work as hard as this creator did. Sometimes I
| wish that people like this would use their talent and energy to
| work on truly important things like curing diseases or making
| scientific breakthroughs - if only for their own sakes to feel
| like their great potential didn't go to waste. Certainly the
| effort that went into this video could have produced a decent
| research paper, for example. I also wish I could have this level
| of motivation for my own work. But overall I am just amazed.
| sgarman wrote:
| Is this the perfect youtube video? Amazing Mario soundtrack in
| the background and gameplay visuals. Home made charts that
| VISUALLY show what's going on. AUDIO voice commentary explaining
| what you see. References to other youtube videos and commenters.
| Detailed, insanely knowledgeable, not selling me anything,
| created for love not for viewers. IDK this is peak youtube for
| me.
| acchow wrote:
| >eferences to other youtube videos and commenters. Detailed,
| insanely knowledgeable, not selling me anything, created for
| love not for viewers
|
| I feel the same about HealthyGamerGG's videos: detailed,
| insanely knowledgeable, references across
| neurochemistry/biochemistry, psychology, gaming, human
| behavior, culture and religion (and how they've changed over
| time), etc.
|
| That's peak YT for me
| yoyopa wrote:
| well, be thankful you're not hypersensitive to background
| music. i can't deal with it
| rvnx wrote:
| "Starting the level while holding the A button and not pressing
| the A button again" could be easier to understand
| johnday wrote:
| It's a term of art from the community, that also draws in the
| intellectually curious with a "wtf is half an A press?" -
| it's an excellent title.
| DeRockProject wrote:
| "the intellectually curious"
|
| God I wish, but our discord keeps getting kids, who can't
| possibly help or contribute to TASing, keep asking us
| questions answered in the video they just watched before
| joining...
|
| We sometimes get smart af people joining and even making
| accomplishments though. College students or otherwise.
|
| Pannen's a really patient guy for tolerating his fans all
| the time
| jrajav wrote:
| Sucking at something is the first step to being amazing
| at something, and it's a step everyone goes through, no
| exceptions. Being kind and tolerant of others sucking
| (missing what seem like obvious bits of core knowledge,
| not knowing what details are important, taking way too
| long on tasks) is absolutely essential to the health and
| growth of any size or kind of creative community.
| htag wrote:
| Being able to find answers to commonly asked questions
| instead of making demands on people's time by asking is a
| huge part of maturity. It's very common for Discord
| servers to have a self-serve faq/resources channel. It's
| rude to ask questions that can be answered there.
|
| In this situation I find the best thing to do is to link
| to the resource that answers the question. A 'teach how
| to fish' approach. If a question is often asked that
| isn't answered in documentation then I enhance the
| documentation.
| UtopiaPunk wrote:
| Sure, but 1) they're kids. Of course they're immature
| (and of course there will be kids. It's a community built
| around video games). 2) asking questions is just kind of
| how Discord works. Knowledge isn't stored and organized
| like on old-school forums or Reddit. Discord is a tool
| where people are expected to be available for almost
| real-time discussion. I personally struggle with that
| format, and tend to only use Discord as a messaging app
| for small groups of friends. I've tried joining Discord
| servers organized around a topic with larger groups of
| people, and it just doesn't seem to work for my brain, so
| I leave.
| emmanueloga_ wrote:
| On one hand, hacking/speed-running/homebrew and other gaming
| niches should make it so older games like Mario N64 remains
| popular longer... On the other, I doubt niches make much of a
| difference for Nintendo's bottom line, and considering their
| track record, I assume they would kill all sorts of hacks around
| their platforms, if they could.
|
| So, fuzzing tests [1] seem to be in order for Nintendo games...
| :-)
|
| 1: https://en.wikipedia.org/wiki/American_fuzzy_lop_(fuzzer)
| mmebane wrote:
| > I assume they would kill all sorts of hacks around their
| platforms, if they could
|
| They've been doing exactly this with Tears of the Kingdom:
| patching pretty much every glitch that gets found, no matter
| how likely it is to affect casual players or whether it
| arguably makes the game more fun. I wouldn't be shocked if they
| had people lurking in the glitch hunting/speed running Discords
| just so they can learn about glitches and fix them ASAP.
| hoten wrote:
| It's important to note that glitches that speedrunners
| utilize are often game breaking bugs that would give a normal
| player a really bad time. And it could be that the obvious
| utility of the glitch (like item duping) could also have a
| less useful manifestation from the same buggy code (crashing
| the game).
|
| There is a video on YT with a speedrunner walking the Portal
| team through the speedrunning community's hacks, and there is
| a part where this is touched on.
| Longlius wrote:
| An A press is an A press, you can't say it's only half!
| ravenstine wrote:
| I just want to say that this is nerd-porn at its purest and I
| love it! There's something about someone explaining things like
| how the game's collision detection actually takes a float value
| and converts it to a short that tickles my brain.
|
| It says a lot about a game like SM64 that it manages to still
| fascinate and captivate decades after its release while a
| dwindling number of mainstream games made today share that level
| of player enthusiasm.
| UtopiaPunk wrote:
| I'm usually not very interested in speedruns or other similar
| video game challenges, but this is one of my favorite videos on
| the Internet.
| [deleted]
| pests wrote:
| Complete History of the A Button Challenge
|
| https://www.youtube.com/watch?v=yXbJe-rUNP8
|
| It's over five hours long. I put it on in the background or to
| pass the time. The amount of knowledge and abuse of bugs these
| guys are performing is insane.
| Orangeair wrote:
| I also watched through this recently and would highly recommend
| it to anyone with a passing interest. Some of the discoveries
| made were just insane, and the number of things that only
| barely work is kind of mind blowing.
|
| Bismuth is also just a generally high quality YouTuber.
| keepamovin wrote:
| I kind of lost it at the point where he "builds up speed for 12
| hours". AHAHA
|
| https://youtu.be/kpk2tdsPh0A?t=640
|
| His mind is so clear. I love how there's so many super super
| smart people on the internet! :)
| Pxtl wrote:
| On the other hand... I mean, doesn't it feel like a bit of a
| waste? I mean his mind is free to use however he likes but it
| seems absolutely crazy to dedicate yourself to this extreme
| level of obscure bugs in a 30ish-year-old game in order to
| prove some crazy feat is technically possible although not
| actually possible to execute in a tool-unassisted fashion.
|
| The explaining video is great, but the underlying goal just
| seems absurd to me.
| sirbranedamuj wrote:
| Through this pursuit, he has learned and honed problem
| solving, computer science, mathematics, and communication
| skills.
|
| I think you could argue that the "underlying goal" for most
| people's hobbies are pointless.
| dmonitor wrote:
| it's like a puzzle. he's just playing the game for fun like
| anyone else.
| [deleted]
| atleastoptimal wrote:
| I know this is a silly point but imagine if this guy put the same
| amount of effort, inventiveness and attention to detail to some
| engineering or scientific endeavor. The video is great but
| arbitrary benchmarks in old games aren't pushing society forward
| as much as technological advancement can.
| DeRockProject wrote:
| He is, he's a programmer. This is just his hobby.
|
| Besides, the sheer magnitude of difference between advancing a
| highly contested real life science subject versus breaking
| ground in an obscure challenge in a 25 year old video game is
| massive. I know it's not that obscure but it sure feels that
| way sometimes...
| VoodooJuJu wrote:
| Going to go on a semi-related rant.
|
| The youtuber does a bit of complaining about how people keep
| asking something he's ostensibly answered. Even does that "well,
| akshyually, I said that right here in the man page (comments
| section) if only you would RTFM".
|
| This is important: if the user (customer, patron, etc.) is
| repeatedly doing something "wrong", then it's not they who are
| wrong, it's _you_ , your design, your inadequate explanation,
| etc.
|
| On top of that, the whining and blame directed at the user for
| not conforming to your own internal model is just so unwarranted
| and does nothing to help your case here. It's pure self-cope for
| not doing a better job at explaining, designing, etc.
|
| Empathize!
|
| I know it's hard for nerds to do this, especially when they so
| often feel the opposite, that they not only don't lack empathy,
| they feel they have more than the average person. How wrong they
| are! Consider that maybe you're wrong and the customer is right.
| Adapt to their world view rather than trying to get them to
| conform to yours. You might be so deeply immersed in your domain
| that what you consider common wisdom is a foreign language to
| others. Again, empathize! And you use that empathy to improve
| your communication, design, etc.
|
| I think engineers and designers really need to hear this stuff
| because there's just so much user-blame, whining, bad interfaces,
| and bad communication out there that doesn't have to be bad, if
| only the nerd-engineer would cultivate some empathy and humility.
| Karunamon wrote:
| I appreciate where you are coming from here, but I think your
| rant is misplaced. This is a video about a rather technical,
| very niche topic. The whole concept of a "half press" is a
| particular bit of jargon with a particular meaning in this
| field. The onus is on the reader to learn.
|
| There is nothing quite so irritating as someone who confidently
| criticizes you out of ignorance. You see this all the time when
| professionals showcase their work on video sharing sites, the
| comments will be filled with people who pipe up insisting that
| the creator is doing something wrong rather than asking
| questions or seeking to understand. "There is no such thing as
| a half press" as popularized by TJ "Henry" Yoshi is a case of
| the former, an ignorant outsider lecturing the person who
| demonstrably knows what they are doing.
|
| Empathy and humility are two way streets. In the comments
| section, you are a guest and should behave as such.
| pfannkuchen wrote:
| The user in this case though is getting free content in a very
| niche area. I don't think this is a reasonable criticism here,
| though your overall point is valid.
| owalt wrote:
| To be fair to the author (and I know this is by no means
| obvious context coming into the video), his channel blew up
| shortly before this video. His previous audience consisted of
| people in the Super Mario 64 speedrun/challenge community who
| would need less explanation.
|
| The thoroughness of this video seems to me to be proof that he
| wanted to get these newer viewers up to speed. In fact it's
| basically a love letter to the uninformed viewer. The
| "complaining" at the start is just lightly poking fun at these
| newer people while also serving the double purpose of informing
| them about the explanations in his description boxes. Given the
| lasting popularity of this video, I don't think too many people
| took offense.
| Pxtl wrote:
| I dislike the "half a-press" term of art because it creates the
| question: If I release the a-press within the level to access his
| non-a-pressed abilities, would that count still as half-an-a-
| press? It seems to me that "half" an a-press should represent an
| edge (going up or down), and starting out holding "a" should
| count as like 0.1.
| starkparker wrote:
| Or simply don't count A-button phases that aren't press
| events/keydowns as "half presses". That's what's always bugged
| me about it; if press, hold, and release are different actions,
| and those are meaningful to the speedrun, _and_ you care about
| what a general audience thinks about it, then just count them
| separately. Don 't use a misnomer to suggest something that
| doesn't exist. It's obtuse jargon for the sake of it.
|
| It rubs up wrongly against common sense, which is why people
| call it out; when you press a digital button with only two
| states, you'd refer to that action as a button press in any
| other context. General game logic refers to a digital button
| press as a button press/keydown event or state/key press;
| there's no "half", it's Boolean. And it's doubly confusing if
| you don't know that the N64 doesn't have pressure sensitive
| buttons, in which the term "half-press" would make more sense.
| flykespice wrote:
| I love their videos, so full of insight and quite elaborated with
| a bunch of self-made scientific terminology, it's even timidating
| for a IT professional.
|
| By the way, if you want to see more of that content you should
| check out their more active secondary channel:
| https://www.youtube.com/@UncommentatedPannen
| Dig1t wrote:
| I would hire this person based on just this video. This
| demonstrates every quality I want to see in a smart candidate. I
| wouldn't even care if they know X language with Y framework, if
| they made this then they are more than equipped.
| bumbledraven wrote:
| (2016)
| ChrisArchitect wrote:
| (2016)!
| fosshogg wrote:
| yeah a lot of people are coming a little late to the 0.5x A
| press party...
| 1coopdog2 wrote:
| I love this video. He made a more recent one as well that goes
| into specific technical aspects of the N64 (TW: floating point) -
| https://youtu.be/nYDmBdUalgo
| mmebane wrote:
| This one could absolutely be used in a computer science course
| as an intro to both PRNGs and IEEE floating point.
| tialaramex wrote:
| This video also explains what a 0.5 A press ("Half A-press") is
| and why they care.
|
| Because Mario64 doesn't care about releases, the runners don't
| distinguish releases, you can _always_ choose not to release A
| and so if you 're doing this run (fewest A presses) you would
| only ever release in order to press A again. In a live setting
| commentators might briefly explain what a 0.5 A "means" but
| without this explanation to head off questions you'd likely have
| about why they care.
| Waterluvian wrote:
| keydown + keyup = keypress
|
| On the surface, yeah, it's immediately like, "what the heck is
| 0.5?" But it's just semantics.
| hn92726819 wrote:
| Did you watch the intro? It's more than semantics. It doesn't
| come from (key down+key up)/2, it comes from the fact it
| counts as 0 in a full game run, and 1 in isolation. He even
| specifically says "as for the release, there are no cases
| where that's useful or important" (paraphrased).
| hoherd wrote:
| > Because Mario64 doesn't care about releases
|
| Is that really true though? If it cares about holding, such as
| in gliding in the air, then it necessarily cares about not
| holding, such as being in the air but not gliding, and the way
| to transition from being in the air gliding to being in the air
| not gliding is to release.
|
| Is that wrong? I've only ever played M64 for like 5 minutes,
| but it's been on my list and I keep urging my children to get
| into it as a way for me to find the time to get into it too.
| hn92726819 wrote:
| I could see how this could be confusing. SM64 does
| distinguish between before a release and after a release, so
| technically the game itself doesn't care. I think what they
| were trying to say is that there really isn't any benefit in
| speedrunning the game to keep track of releasing (and this
| can be confirmed in the video too:
| https://www.youtube.com/watch?v=kpk2tdsPh0A&t=105).
|
| I think it's possible that if the next level requires .5 a
| presses but, for example, you are falling with a wing cap in
| the current level, you have to decide between bumping that
| half a press into a full a press or losing time when falling
| with the wing cap. I just don't think it's a common case
| though because you could use a different route where the held
| A won't affect you. It looks like in the A Button Challenge
| (ABC), there are only 5 half a presses:
| https://ukikipedia.net/wiki/A_Button_Challenge
| charcircuit wrote:
| It does care about releases. In order to jump for a second time
| you need to release it first.
|
| 0.5 is really about the idea of having an A press span multiple
| levels.
| tialaramex wrote:
| > In order to jump for a second time you need to release it
| first.
|
| Is that true? Mechanically it's true, but I don't know
| whether the game code actually knows this is true. It depends
| whether the N64, and the SM64 code specifically, tracks the
| button state and the events separately.
|
| Compare the situation with Left + Right in TAS Mario 1. The
| TAS has no problem telling a console that both left _and_
| right are pressed, but obviously a real human player cannot
| press both directions, they 're opposites. Nevertheless this
| does "work" in the game and so although no-right-plus-left is
| an interesting benchmark to compare against RTA where live
| human players couldn't do the trick, the TAS records allow
| both pressed at once.
| Kwpolska wrote:
| To be more precise, the game sometimes expects you to press A,
| but sometimes it's enough for A to be held for the action to
| happen. You can press A and not release in the first case, so
| that the second one can leech off it.
| dfxm12 wrote:
| _Because Mario64 doesn 't care about releases, the runners
| don't distinguish releases, you can always choose not to
| release A and so if you're doing this run (fewest A presses)
| you would only ever release in order to press A again_
|
| Just reading this, it doesn't make sense to someone not
| familiar with the game why you wouldn't only hold A the last
| time you press it. It also _has_ to be noted that holding A
| makes Mario do different things from not holding A.
| mmebane wrote:
| If you enjoy talking about parallel universes, I highly, highly
| recommend watching the SM64 1-Key speedrun [1] and then Bismuth's
| explainer [2]. It's a truly amazing technical achievement based
| in large part in pannenkoek2012's research.
|
| [1]: https://youtube.com/watch?v=iUt840BUOYA
|
| [2]: https://youtube.com/watch?v=wjge1bVobN0
| pests wrote:
| I do find it funny the terms gamers have came up with to
| describe what boils down to bugs in a game. Parallel universes
| and all the lore around them are all caused by just a 16-bit
| integer wrapping inside the floor check code. Mario64 usually
| stores positions as floats but for collision checks it gets
| converted to a 16 bit int.
| bitwize wrote:
| Even so, the effects of these bugs are interesting enough to
| give names to. I remember some glitches in Sonic the Hedgehog
| 1 through 3 I called "The Valley of the Shadow of No
| Background" and "The Valley of the Shadow of No Sprites". The
| latter of which was caused by an integer coordinate
| wraparound that caused the game to draw the tile map scenery
| from your location modulo N, but not populate it with game
| objects because the coordinates didn't match. As a result,
| things like loops only half-worked, and the corkscrew things
| from Emerald Hill Zone didn't work at all -- because
| invisible objects triggered the movement mechanics specific
| to those scenery bits.
| Dylan16807 wrote:
| Since you sound dismissive, do you have a better term?
|
| Lots of bugs have specific names. It would be crazy not to
| name any.
|
| Changing your position so that you're in the same spot but
| you're also in a completely different location, all at once.
| I think the term fits pretty well.
| adamrezich wrote:
| I agree with pests--it's definitely an interesting and
| funny way to describe the technical process that is
| occurring, but it adds a bit of undue mysticism for the
| casual viewer.
| pests wrote:
| Not dismissive at all? Maybe 'funny' was the wrong word but
| interesting at the least.
|
| The PU term fits very well. It makes sense. It just is also
| funny knowing what is going on behind the scenes and seeing
| their explanations and rationaliations.
|
| It reminds me of outsider art. Someone comes along and
| documents what they find with no exposure to the community
| or its conventions.
| NotYourLawyer wrote:
| I remember seeing one of his videos years ago about half-A
| presses. Did it ever catch on as something other people in the
| speedrunning (or whatever this is) community care about? I kinda
| assume not...
| spondylosaurus wrote:
| Most speedrun categories focus on sheer speed, for obvious
| reasons, but there are some less-popular offshoots that create
| unique challenges just to push the boundaries of the games (and
| the people running them).
|
| I think the A button challenge focuses on reducing the number
| of A-presses above all else, so it's not a speedrun proper.
| There _is_ a really fun type of speedrun called low% where the
| goal is to complete the game with as low a "completion
| percent" as possible (e.g., minimum items collected, quests and
| bosses completed, etc.) _and_ do it as quickly as possible. But
| a run that 's technically slower with a lower% will "beat" a
| run that's faster with a higher%.
|
| That's where you get Twilight Princess speedruns that can take
| more than 24 hours to complete. Although I believe the current
| record is actually just under 16:
|
| https://youtu.be/v2nRW3wKnVY
|
| (For those who don't want to watch an entire video: the secret
| sauce here is a glitch with Link's "item get!" animation that
| verrrryyyy slooooowlyyyy pushes him backwards in space every
| time it loops. So if you open a chest and leave the animation
| running for hours on end, you can phase backwards through walls
| and bypass the need for keys/progress checks/etc. Which is
| perfect for a low% run where the goal is to bypass as many
| things as possible.)
| OatmealDome wrote:
| A press notation is really only something used within the A
| Button Challenge, since the point of the challenge is to
| optimize for lowest A press count. Other categories don't do
| this, so they have no use for it.
|
| That being said, like other lines from this video, it's
| definitely become a bit of a meme in the community.
| lowbloodsugar wrote:
| I could not care less about A presses, but keep watching because
| _everything_ else in that video is amazing. Competence-porn.
| dsXLII wrote:
| "we need to talk about parallel universes" always gets me
| apengwin wrote:
| TJ "henry" yoshi
| causi wrote:
| Every time someone posts this I have to listen to the "Space
| Oddity" parody song based on it.
|
| https://youtu.be/Pyn3N55elS4?t=30
| mbStavola wrote:
| The sheer depth of knowledge and analytical ability pannenkoek
| has is honestly quite amazing. I've become quite spoiled watching
| their SM64 videos, it's been incredibly hard to find something of
| similar rigor and production value for other games. The closest
| I've found so far has been a video on how a group of speed
| runners were able to conquer RNG for a puzzle in Wind waker[0].
|
| [0]: https://youtu.be/1hs451PfFzQ
| flykespice wrote:
| There is this channel that provides equally in depth analysis
| of Paper Mario 64:
| https://www.youtube.com/channel/UCYDnJiF0_RqSjkjvjRbG1tA
|
| Specifically their series of crashing Paper Mario in
| innumerable unusual ways, which has become a meme.
|
| Unfortunately it has been inactive since 2020.
|
| EDIT: Fixed link
| starshadowx2 wrote:
| Unless I'm missing something, this channel doesn't seem to
| have any videos?
|
| Actually it seems like your link just forwards incorrectly to
| a different channel.
|
| https://www.youtube.com/@Stryder7x is the correct one, yours
| for me goes to https://www.youtube.com/user/Stryder7x
| flykespice wrote:
| Strange it's forwarding me incorrectly to some random user
| too, youtube handle links are buggy.
|
| I edited with the correct link to the channel.
| chc4 wrote:
| The SciCraft and ZipKrowd Minecraft servers both have a few
| insanely impressive videos, going extremely deep into Minecraft
| internals for builds - I highly recommend
| https://youtu.be/6sPS4yqC72I or https://youtu.be/TM7SutJyDCk
| eredengrin wrote:
| [1] is about speedrunning peach's break the target test in
| smash bros melee which involves some craziness (including rng
| considerations), very good watch. AsumSaus also has tons of
| breakdowns of weird mechanics in melee, very hard to choose as
| pretty much all his videos are excellent but [2] and [3] are as
| good a starting place as any.
|
| [1] https://www.youtube.com/watch?v=FnKWKICUqWU
|
| [2] https://www.youtube.com/watch?v=rA8kpvTBh8Q
|
| [3] https://www.youtube.com/watch?v=9fo0cPmj4VA
| mensetmanusman wrote:
| Future generations after AI has taken all the jobs:
|
| "I have a PhD in Mario 64 speed running."
| spondylosaurus wrote:
| Speaking of Wind Waker speedrunning, did you follow the GCN
| barrier skip saga at all? I can't believe they managed to force
| the entire barrier to despawn by overloading the game's memory.
| It actually made me think back to a pannenkoek2012 video where
| they demonstrated SM64's memory limit for objects/particles and
| managed to freeze up an entire level (I want to say it was
| Tick-Tock Clock?).
| yrral wrote:
| "Retro Game Mechanics Explained" is exactly what you're looking
| for for retro games. They talk about things like memory layout,
| how unintended bugs work, the cpu instruction set, how things
| happen on the hardware level, etc etc. Highly recommended.
| https://www.youtube.com/@RGMechEx
| TrianguloY wrote:
| You may also like shounic (https://youtu.be/5m7V9zWlYdM) for
| TF2. They are short videos but with good analysis too
| saintradon wrote:
| One of the great classics of YouTube.
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