KanjiCoder / AIM_1774

Atomic_Ivy_MMO(AIM) : SSN #1,774 : YT : @KANJICODER

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Getting Started with AIM Game Engine

Welcome to AIM Game Engine, a powerful and versatile game engine designed to bring your game development dreams to life! With AIM, you can create stunning and immersive games with ease, whether you're a seasoned developer or just starting your journey into game development.

Exciting Features

AIM Game Engine is packed with exciting features that will take your games to the next level:

  • Easy Setup: Getting started with AIM is a breeze. Simply clone the repository to your local machine and open "AIM.HTM" in Chrome—the recommended browser for this engine.

  • Monolithic Single Payload: AIM's unique architecture includes a monolithic single payload engine file, "ATOMIC_IVY_MMO.JS". This file contains all the server and client code, making it easy to deploy your game without any additional setup or dependencies.

  • Versatile Level Editor: AIM provides a powerful level editor that allows you to create and customize your game's environments effortlessly. Bring your imagination to life and craft stunning game worlds with ease.

  • Seamless Level Loading: Load your meticulously designed levels effortlessly with AIM's seamless level loading feature. Experience smooth transitions and create a dynamic gameplay experience for your players.

  • Intuitive Level Playing: AIM's level playing functionality ensures that your game is not only visually impressive but also provides a captivating gaming experience. Immerse your players in thrilling gameplay and keep them engaged for hours on end.

Usage Instructions

Follow these simple steps to get started with AIM Game Engine:

  1. Clone the AIM repository to your local machine using the following command:

    git clone https://github.com/KanjiCoder/AIM.git
    
  2. Open the root folder of the project and locate the file named "AIM.HTM".

  3. Launch Chrome—the recommended browser for AIM Game Engine—and open the "AIM.HTM" file directly.

    Note: When using "AIM.HTM" on a local computer, there is no need to start a local Node.js server. The engine can be run locally without networking features, allowing you to utilize the basic level editor, level loading, and level playing functionalities.

That's it! You are now ready to unleash your creativity and start building amazing games with AIM Game Engine. Explore the documentation and code samples to discover the full potential of this open-source engine.

License

AIM Game Engine is released under the DWT_FYW License. You are free to use this engine for your own games without any obligations. Here's what the license entails:

  • You can do whatever you want with this engine.
  • You are not required to pay me any money or royalties.
  • You agree not to sue me over this engine, and I agree not to sue you over this engine.

For more information, please refer to the LICENSE.TXT file.

Feel the excitement and dive into the world of game development with AIM Game Engine. Unleash your creativity, create captivating gaming experiences, and let your imagination run wild!

Start building with AIM today. Happy game development!


//:_MASTER_VIDEO_REPOS_:=====================================://

    Master Advanced Documentation Here :

    AIM_000 - AIM_100 :: github.com/KanjiCoder/AIM_PLAYLIST_001
    AIM_101 - AIM_200 :: github.com/KanjiCoder/AIM_PLAYLIST_002
    AIM_201 - AIM_300 :: github.com/KanjiCoder/AIM_PLAYLIST_003
    AIM_301 - AIM_400 :: github.com/KanjiCoder/AIM_PLAYLIST_004
    AIM_401 - AIM_500 :: github.com/KanjiCoder/AIM_PLAYLIST_005
    AIM_501 - AIM_600 :: github.com/KanjiCoder/AIM_PLAYLIST_006
    AIM_601 - AIM_700 :: github.com/KanjiCoder/AIM_PLAYLIST_007
    AIM_701 - AIM_800 :: github.com/KanjiCoder/AIM_PLAYLIST_008
    AIM_801 - AIM_900 :: github.com/KanjiCoder/AIM_PLAYLIST_009
    AIM_901 - AIM_1000 : github.com/KanjiCoder/AIM_PLAYLIST_010

//:=====================================:_MASTER_VIDEO_REPOS_://
//:_MASTER_VIDEO_INDEX_:=====================================://

    I think a quick intro on my stream about :
    "I am making a game engine ! "
    "Welcome to the behind the scenes where I film videos"
    "for youtube! "
    
    These are my notes for publishing videos to youtube.

    TODO : LINKED_ZIPPER

    Do we have ring blasts yet ? YES , delete this line.

    //:@OPTIMIZE@ : $_V16_TO_ARMFAB_$://



    AIM_1769 : BFJ_979 : ___________________________________
    AIM_1768 : BFJ_978 : ___________________________________
    AIM_1767 : BFJ_977 : ___________________________________
    AIM_1766 : BFJ_976 : Enumerated Token Fixes And Archive Len
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    AIM_1764 : BFJ_974 : ___________________________________
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    AIM_1722 : BFJ_932 : ___________________________________
    AIM_1721 : BFJ_931 : Fractal Hotel Madness Begins
    AIM_1720 : BFJ_930 : Collision Implements Wrecking Rules

    ....MORE_NUMBERS_GO_HERE....

    AIM_1710 : BFJ_920 : Bombs For Josh Video #920
    AIM_1709 : FFF:C_B : Try To Invoke Fractal Flood Fill
    AIM_1708 : FFF:C_A : Fixed The Escape System Bug
    AIM_1707 : FFF:B_Z : More Escape Key Bug Hunt Flags
    AIM_1706 : FFF:B_Y : Bug Hunting Section Of Code Base
    AIM_1705 : FFF:B_X : ___________________________________
    AIM_1704 : FFF:B_W : Fixing[ TOOLCON_EXIT_ERR ]
    AIM_1703 : FFF:B_V : Escape Key Elwitch Stubbed In
    AIM_1702 : FFF:B_U : Tool Exiting And General Escaping

    AIM_1701 : SUMMARY : Summary of playlist 18 contents
    AIM_1700 : NXT_LST : The next playlist is #18
    AIM_1699 : BFJ_919 : Integer Map System Table Labels

    ....MORE_NUMBERS_GO_HERE....

    AIM_1685 : BFJ_905 : NFT DRAGONBALL NECROMANCY GRAVE ROBBER

    ....MORE_NUMBERS_GO_HERE....

    AIM_1610 : BFJ_830 <--- The Next Bombs For Josh Video
    AIM_1609 : FFF:B_T : ESCAPEK [ abort / escape ] function
    AIM_1608 : FFF:B_S : STUBBED : ESCDATA , ESCAPEK , ESCEXIT
    AIM_1607 : FFF:B_R : NUM_PAD[0,0,0] to EXIT TOOL MODE
    AIM_1606 : FFF:B_Q : Caching Mouse Click Tile Coordinates
    AIM_1605 : FFF:B_P : Caching Mouse Move  Tile Coordinates
    AIM_1604 : FFF:B_O : Stubbing In Mouse To Render Space
    AIM_1603 : FFF:B_N : Adding TOOLDAT's Static Data Members
    AIM_1602 : FFF:B_M : Stubbing In TOOLDAT system .
    AIM_1601 : PLACEHOLDER : What's to come .   
    AIM_1600 : NEXT PLAYLIST IS SEVENTEEN

    AIM_1599 : BFJ_829
    AIM_#### : BFJ_### <-- More Numbers Go Here

    ....MORE_NUMBERS_GO_HERE....

    AIM_1511 : BFJ_741: Stubbing In Simple Direction Vector
    AIM_1510 : BFJ_740: Bombs For Josh #740
    
    AIM_1509 : FFF:B_L: Is a tool currently active ?
    AIM_1508 : FFF:B_K: Tool System Mouse Handlers Stubbed In
    AIM_1507 : FFF:B_J: Creating Non-Mixable TOC**** Typedefs
    AIM_1506 : FFF:B_I: Initial Tool Click Processing System
    AIM_1505 : FFF:B_H: Terminal Tool Click Data Access Indexors
    AIM_1504 : FFF:B_G: ARR_TOCTERM constructor
    AIM_1503 : FFF:B_F: TOCTERM && TOCFRAC Types
    AIM_1502 : FFF:B_E: TOOL001 basic key handling

    AIM_1501 : What's to come in the next 98 videos
    AIM_1500 : NEXT 100 VIDEOS ON PLAYLIST #16
    AIM_1499 : BFJ_739 : Marione ADD+SUB functions finished

    ........MORE_NUMBERS_GO_HERE..........
 
    AIM_1410 : BFJ_650

    AIM_1409 : FFF:B_D : TOOLKEY General Key Handler
    AIM_1408 : FFF:B_C : TOOL001 Event Handler Stubs
    AIM_1407 : FFF:B_B : Bug Fixing The Control Flow
    AIM_1406 : FFF:B_A : Refactoring Into TOOLCON namespace
    AIM_1405 : FFF:A_Z : Collect 3 Digit Tool Index 
    AIM_1404 : FFF:A_Y
    AIM_1403 : FFF:A_X : TOOLCON && TOOL001 System Stubs
    AIM_1402 : FFF:A_W : Universal Tool Indexes

    AIM_1401 : SUMMARY : Summary Of Playlist Video

    AIM_1400 : NXT_LST : Next 100 Video Playlist Video
    AIM_1399 : BFJ_649 : _________________________________
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    AIM_1320 : BFJ_570 : _________________________________
    AIM_1319 : BFJ_569 : _________________________________
    AIM_1318 : BFJ_568 : Why Mega Man X4,X5,X6,X7,X8 SUCK
    AIM_1317 : BFJ_567 : _________________________________
    AIM_1316 : BFJ_566 : _________________________________
    AIM_1315 : BFJ_565 : _________________________________
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    AIM_1310 : BFJ_560 : F_BOMSIMP_PROXACT_MINEGTX_MINEGTY ?

    AIM_1309 : FRABUCK : Fractal Flood Fill (FFF) Part A_V
    AIM_1308 : FRABUCK : Fractal Flood Fill (FFF) Part A_U
    AIM_1307 : FRABUCK : Fractal Flood Fill (FFF) Part A_T
    AIM_1306 : FRABUCK : Fractal Flood Fill (FFF) Part A_S
    AIM_1305 : FRABUCK : Fractal Flood Fill (FFF) Part A_R
    AIM_1304 : FRABUCK : Fractal Flood Fill (FFF) Part A_Q
    AIM_1303 : FRABUCK : Fractal Flood Fill (FFF) Part A_P
    AIM_1302 : FRABUCK : Fractal Flood Fill (FFF) Part A_O

    AIM_1301 : SUMMARY : Summary Of What Is To Come Video
    AIM_1300 : NXT_LST : How To Get To The Next Playlist

    AIM_1299 : BFJ_559 : F_BOMSIMP_PROXACT_MINEGTX_MINEGTY
    AIM_1298 : BFJ_558 : F_BOMSIMP_PROXACT_MINEGTX_MINEGTY
    AIM_1297 : BFJ_557 : F_BOMSIMP_PROXACT_MINEGTX_MINEGTY
    AIM_1296 : BFJ_556 : SYSTEM[ MARIONE ]MOVED_DOWN_FILE 
    AIM_1295 : BFJ_555 : F_MARIONE_TIK - MINE_ACTIVATION

    .....
    MISSING_VIDEOS_IN_LISTING_ADD_THEM_TO_LISTING
    .....

    AIM_1268 : BFJ_528 : CAMGROW makes viewports proportional
    AIM_1267 : BFJ_527 : Creating EXTEN2D Constructor
    AIM_1266 : BFJ_526 : Stubbing in the CAMSIZE sub-system

    AIM_1265 : BFJ_525 : ______________________________________
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    AIM_1253 : BFJ_513 : ______________________________________
    AIM_1252 : BFJ_512 : ______________________________________
    AIM_1251 : BFJ_511 : ______________________________________
    AIM_1250 : BFJ_510 : Is it time for MKB yet ?
    AIM_1249 : BFJ_509 : When are we going to do MKB ?
    AIM_1248 : BFJ_508 : NO POI PROJECT ANYMORE
    AIM_1247 : BFJ_507 : POI_087 : THE LAST OF THE POI
    AIM_1246 : BFJ_506 : POI_086 : 2ND TO LAST POI DELTA

    .....
    MISSING_VIDEOS_IN_LISTING_ADD_THEM_TO_LISTING
    .....

    AIM_1210 : BFJ_470 : POI_050 : F_SPAWNAG_GEN_HSP FINISH

    AIM_1209 : FRABUCK : Fractal Flood Fill (FFF) Part A_N
    AIM_1208 : FRABUCK : Fractal Flood Fill (FFF) Part A_M
    AIM_1207 : FRABUCK : Fractal Flood Fill (FFF) Part A_L
    AIM_1206 : FRABUCK : Fractal Flood Fill (FFF) Part A_K
    AIM_1205 : FRABUCK : Fractal Flood Fill (FFF) Part A_J
    AIM_1204 : FRABUCK : Fractal Flood Fill (FFF) Part A_I
    AIM_1203 : FRABUCK : Fractal Flood Fill (FFF) Part A_H
    AIM_1202 : FRABUCK : Fractal Flood Fill (FFF) Part A_G

    AIM_1201 : SUMMARY PLACEHOLDER VIDEO
    AIM_1200 : NEXT PLAYLIST VIDEO

    AIM_1199 : BFJ_469 : POI_049 : POInt sprite research #049
    AIM_1198 : BFJ_468 : POI_048 : POInt sprite research #048
    AIM_1197 : BFJ_467 : POI_047 : POInt sprite research #047
    AIM_1196 : BFJ_466 : POI_046 : POInt sprite research #046
    AIM_1195 : BFJ_465 : POI_045 : POInt sprite research #045
    AIM_1194 : BFJ_464 : POI_044 : POInt sprite research #044
    AIM_1193 : BFJ_463 : POI_043 : POInt sprite research #043
    AIM_1192 : BFJ_462 : POI_042 : POInt sprite research #042
    AIM_1191 : BFJ_461 : POI_041 : POInt sprite research #041
    AIM_1190 : BFJ_460 : POI_040 : POInt sprite research #040

    AIM_1189 : BFJ_459 : POI_039 : POInt sprite research #039
    AIM_1188 : BFJ_458 : POI_038 : POInt sprite research #038
    AIM_1187 : BFJ_457 : POI_037 : POInt sprite research #037
    AIM_1186 : BFJ_456 : POI_036 : POInt sprite research #036

    AIM_1185 : BFJ_455 : ARTEMIS : Time Sensitive Sprite Size
    AIM_1184 : BFJ_454 : ARTEMIS : Dot Only In Game Mode .
    AIM_1183 : BFJ_453 : ARTEMIS : We've got a green dot !
    AIM_1182 : BFJ_452 : ARTEMIS : Compiling Shader Objects
    AIM_1181 : BFJ_451 : ARTEMIS : Creating  Shader Objects
    AIM_1180 : BFJ_450 : ARTEMIS : Initial   Shader Source
    AIM_1179 : BFJ_449 : ARTEMIS : Unit Test Attrib Indexes

    AIM_1178 : BFJ_448 : POI_035 : POInt sprite research #035
    AIM_1177 : BFJ_447 : POI_034 : POInt sprite research #034
    AIM_1176 : BFJ_446 : POI_033 : POInt sprite research #033
    AIM_1175 : BFJ_445 : POI_032 : POInt sprite research #032
    AIM_1174 : BFJ_444 : POI_031 : POInt sprite research #031
    AIM_1173 : BFJ_443 : POI_030 : POInt sprite research #030
    AIM_1172 : BFJ_442 : POI_029 : POInt sprite research #029
    AIM_1171 : BFJ_441 : POI_028 : POInt sprite research #028
    AIM_1170 : BFJ_440 : POI_027 : POInt sprite research #027
    AIM_1169 : BFJ_439 : POI_026 : POInt sprite research #026

    AIM_1168 : BFJ_438 : POI_025 : POInt sprite research #025
    AIM_1167 : BFJ_437 : POI_024 : POInt sprite research #024

    AIM_1166 : BFJ_436 : POI_023 : POInt sprite research #023
    AIM_1165 : BFJ_435 : POI_022 : POInt sprite research #022
    AIM_1164 : BFJ_434 : POI_021 : POInt sprite research #021
    AIM_1163 : BFJ_433 : POI_020 : POInt sprite research #020
    AIM_1162 : BFJ_432 : POI_019 : POInt sprite research #019
    AIM_1161 : BFJ_431 : POI_018 : POInt sprite research #018
    AIM_1160 : BFJ_430 : POI_017 : POInt sprite research #017

    AIM_1159 : BFJ_429 : POI_016 : POInt sprite research #016
    AIM_1158 : BFJ_428 : POI_015 : POInt sprite research #015
    AIM_1157 : BFJ_427 : POI_014 : POInt sprite research #014
    AIM_1156 : BFJ_426 : POI_013 : POInt sprite research #013
    AIM_1155 : BFJ_425 : POI_012 : POInt sprite research #012
    AIM_1154 : BFJ_424 : POI_011 : POInt sprite research #011
    AIM_1153 : BFJ_423 : POI_010 : POInt sprite research #010
    AIM_1152 : BFJ_422 : POI_009 : POInt sprite research #009
    AIM_1151 : BFJ_421 : POI_008 : POInt sprite research #008
    AIM_1150 : BFJ_420 : POI_007 : POInt sprite research #007
    AIM_1149 : BFJ_419 : POI_006 : POInt sprite research #006
    AIM_1148 : BFJ_418 : POI_005 : POInt sprite research #005
    AIM_1147 : BFJ_417 : POI_004 : POInt sprite research #004
    AIM_1146 : BFJ_416 : POI_003 : POInt sprite research #003
    AIM_1145 : BFJ_415 : POI_002 : POInt sprite research #002
    AIM_1144 : BFJ_414 : POI_001 : POInt sprite research #001

    AIM_1143 : BFJ_413 : --------------------------------
    AIM_1142 : BFJ_412 : IDEA : HELL RAISER SPACE FOLDING
    AIM_1141 : BFJ_411 : --------------------------------
    AIM_1140 : BFJ_410 : Uh oh, hear comes an idea !
    AIM_1139 : BFJ_409 : texture texel fetches ...
    AIM_1138 : BFJ_408 : handle massive amounts of integer
    AIM_1137 : BFJ_407 : My guess is that the laptop cannot
    AIM_1136 : BFJ_406 : what is wrong with the laptop ?
    AIM_1135 : BFJ_405 : machine. So the question is...
    AIM_1134 : BFJ_404 : graphics card on my 2017 steam 
    AIM_1133 : BFJ_403 : desktop computer. I have a GTX960
    AIM_1132 : BFJ_402 : old 2017 steam machine compact
    AIM_1131 : BFJ_401 : really bad. It doesn't lag on my
    AIM_1130 : BFJ_400 : and discovered that it was lagging
    AIM_1129 : BFJ_399 : night I tried out the BFJ shader
    AIM_1128 : BFJ_398 : While I was in the bathroom last
    AIM_1127 : BFJ_397 : working on.
    AIM_1126 : BFJ_396 : for the "Open Source MMO" we are
    AIM_1125 : BFJ_395 : is my "Game Designer" and "Artist"
    AIM_1124 : BFJ_394 : because of the quotes, he really
    AIM_1123 : BFJ_393 : I don't mean that sarcastically
    AIM_1122 : BFJ_392 : "Game Designer" and "Artist" .
    AIM_1121 : BFJ_391 : "Bombs For Josh" , Josh Is My
    AIM_1120 : BFJ_390 : as "BFJ" which stands for 
    AIM_1119 : BFJ_389 : I've been working on a task known
    AIM_1118 : BFJ_388 : known as "bomberman" .
    AIM_1117 : BFJ_387 : lot like the HudsonSoft classic
    AIM_1116 : BFJ_386 : We are going to make a game a
    AIM_1115 : BFJ_385 : this idea for this engine.
    AIM_1114 : BFJ_384 : for over 10 years I have had
    AIM_1113 : BFJ_383 : It's for a game idea I have had
    AIM_1112 : BFJ_382 : I am making a game engine.
    AIM_1111 : BFJ_381 : Atomic Ivy MMO Dev Log Code Log

    AIM_1110 : BFJ_380 : LAZETET_STOPPER helper function. 

    AIM_1109 : FRABUCK : Fractal Flood Fill (FFF) Part A_F
    AIM_1108 : FRABUCK : Fractal Flood Fill (FFF) Part A_E
    AIM_1107 : FRABUCK : Fractal Flood Fill (FFF) Part A_D
    AIM_1106 : FRABUCK : Fractal Flood Fill (FFF) Part A_C
    AIM_1105 : FRABUCK : Fractal Flood Fill (FFF) Part A_B
    AIM_1104 : FRABUCK : Fractal Flood Fill (FFF) Part A_A
    AIM_1103 : FRABUCK : Fractal Flood Fill (FFF) Part _Z_
    AIM_1102 : FRABUCK : Fractal Flood Fill (FFF) Part _Y_

    AIM_1101 : PHOLDER : Place holder video.
    AIM_1100 : NXT_LST : Next Playlist Video.
    AIM_1099 : BFJ_379 : fadapin , fadalaz , fadajax , fadabox
    AIM_1098 : BFJ_378 :
    AIM_1097 : BFJ_377 : Lazer Back Stop Spark Pins
    AIM_1096 : BFJ_376 :
    AIM_1095 : BFJ_375 :
    AIM_1094 : BFJ_374 :
    AIM_1093 : BFJ_373 :
    AIM_1092 : BFJ_372 :
    AIM_1091 : BFJ_371 : Box Bombs Can Now Cross Boarders
    AIM_1090 : BFJ_370
    AIM_1089 : BFJ_369
    AIM_1088 : BFJ_368
    AIM_1087 : BFJ_367
    AIM_1086 : BFJ_366 : Lazer Blast Drill Chipping
    AIM_1085 : BFJ_365
    AIM_1084 : BFJ_364
    AIM_1083 : BFJ_363
    AIM_1082 : BFJ_362
    AIM_1081 : BFJ_361

    AIM_1080 : BFJ_360
    AIM_1079 : BFJ_359
    AIM_1078 : BFJ_358
    AIM_1077 : BFJ_357
    AIM_1076 : BFJ_356
    AIM_1075 : BFJ_355
    AIM_1074 : BFJ_354
    AIM_1073 : BFJ_353
    AIM_1072 : BFJ_352
    AIM_1071 : BFJ_351

    AIM_1070 : BFJ_350
    AIM_1069 : BFJ_349
    AIM_1068 : BFJ_348
    AIM_1067 : BFJ_347
    AIM_1066 : BFJ_346
    AIM_1065 : BFJ_345
    AIM_1064 : BFJ_344
    AIM_1063 : BFJ_343
    AIM_1062 : BFJ_342
    AIM_1061 : BFJ_341

    AIM_1060 : BFJ_340
    AIM_1059 : BFJ_339
    AIM_1058 : BFJ_338
    AIM_1057 : BFJ_337
    AIM_1056 : BFJ_336
    AIM_1055 : BFJ_335
    AIM_1054 : BFJ_334
    AIM_1053 : BFJ_333
    AIM_1052 : BFJ_332
    AIM_1051 : BFJ_331

    AIM_1050 : BFJ_330
    AIM_1049 : BFJ_329
    AIM_1048 : BFJ_328
    AIM_1047 : BFJ_327
    AIM_1046 : BFJ_326
    AIM_1045 : BFJ_325
    AIM_1044 : BFJ_324
    AIM_1043 : BFJ_323
    AIM_1042 : BFJ_322
    AIM_1041 : BFJ_321

    AIM_1040 : BFJ_320
    AIM_1039 : BFJ_319
    AIM_1038 : BFJ_318 : Me From Myself. Because I am about
    AIM_1037 : BFJ_317 : Me Insane. Someone Please Help Save
    AIM_1036 : BFJ_316 : Taking Forever And It Is Driving
    AIM_1035 : BFJ_315 : The Bombs For Josh Task Has Been
    AIM_1034 : BFJ_314 : LAZEFAB Pre-Fab Initializer Body
    AIM_1033 : BFJ_313 : LAZEFAB System ( LAZE pre-fabs )
    AIM_1032 : BFJ_312 : LAZEJAX Constructor Function
    AIM_1031 : BFJ_311 : LAZELAZ Constructor Function
    AIM_1030 : BJF_310 : LAZETET Constructor Function
    AIM_1029 : BFJ_309 : LAZERRA Constructor Function
    AIM_1028 : BFJ_308 : LAZERAY Constructor Function
    AIM_1027 : BFJ_307 : LAZERAY,LAZERRA,LAZETET,LAZELAZ,LAZEJAX
    AIM_1026 : BFJ_306 : Atomic Ivy Engine Documentation
    AIM_1025 : BFJ_305 : Atomic Ivy Engine Documentation
    AIM_1024 : BFJ_304 : Atomic Ivy Engine Documentation
    AIM_1023 : BFJ_303 : Atomic Ivy Engine Documentation
    AIM_1022 : BFJ_302 : Atomic Ivy Engine Documentation
    AIM_1021 : BFJ_301 : Atomic Ivy Engine Documentation
    AIM_1020 : BFJ_300 : Atomic Ivy Engine Documentation
    AIM_1019 : BFJ_299 : Atomic Ivy Engine Documentation
    AIM_1018 : BFJ_298 : Atomic Ivy Engine Documentation
    AIM_1017 : BFJ_297 : Atomic Ivy Engine Documentation
    AIM_1016 : BFJ_296 : Atomic Ivy Engine Documentation
    AIM_1015 : BFJ_295 : Atomic Ivy Engine Documentation
    AIM_1014 : BFJ_294 : Atomic Ivy Engine Documentation
    AIM_1013 : BFJ_293 : Atomic Ivy Engine Documentation
    AIM_1012 : BFJ_292 : Atomic Ivy Engine Documentation
    AIM_1011 : BFJ_291 : Atomic Ivy Engine Documentation
    AIM_1010 : BFJ_290 : I Forget Where We Left Off Dude
    AIM_1009 : FRABUCK : Flood FIll Brush Part _X_
    AIM_1008 : FRABUCK : Flood Fill Brush Part _W_
    AIM_1007 : FRABUCK : Flood Fill Brush Part _V_
    AIM_1006 : FRABUCK : Flood Fill Brush Part _U_
    AIM_1005 : FRABUCK : Flood Fill Brush Part _T_
    AIM_1004 : FRABUCK : Flood Fill Brush Part _S_
    AIM_1003 : FRABUCK : Flood Fill Brush Part _R_
    AIM_1002 : FRABUCK : Flood Fill Brush Part _Q_
    AIM_1001 : PLACE_HOLDER

    NINJACODER_ __BRAVE________________________________________  
    KANJICODER_ __TORCH________________________________________
    WEEBCODER__ __MIDORI_______________________________________

    BEGIN_UPLOADS ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

    AIM_1000: NEXT PLAYLIST                                     DEC 27, 2024  
    AIM_999 : BFJ_289 : Atomic Ivy MMO Documentation            DEC 26, 2024
    AIM_998 : BFJ_288 : Atomic Ivy MMO Documentation            DEC 25, 2024
    AIM_997 : BFJ_287 : Atomic Ivy MMO Documentation            DEC 24, 2024
    AIM_996 : BFJ_286 : Atomic Ivy MMO Documentation            DEC 23, 2024
    AIM_995 : BFJ_285 : This unit test is a disaster            DEC 22, 2024
    AIM_994 : BFJ_284 : Cross check shared corner DPI values    DEC 21, 2024
    AIM_993 : BFJ_283 : Calculate shared corner DPI values      DEC 20, 2024
    AIM_992 : BFJ_282 : More[ F_HUNKRIN_UTM ]Code               DEC 19, 2024
    AIM_991 : BFJ_281 : ALLBASE & ALLSEEK UTM Bodies            DEC 18, 2024   

    AIM_990 : BFJ_280 : ALLBASE & ALLSEEK System Stubs          DEC 17, 2024
    AIM_989 : BFJ_279 : Atomic Ivy MMO Source Documentation     DEC 16, 2024
    AIM_988 : BFJ_278 : Atomic Ivy MMO Source Documentation     DEC 15, 2024
    AIM_987 : BFJ_277 : NOT_A_MISTAKE_THESE_ARE_THE_SAME        DEC 14, 2024
    AIM_986 : BFJ_276 : REORDER : BOM[SEEK|BASE],FAD[SEEK|BASE] DEC 13, 2024  
    AIM_985 : BFJ_275 : Train De-Railed : GEOSEEK & GEOBASE     DEC 12, 2024
    AIM_984 : BFJ_274 : UAK : Unittest_Answer_Key (stubbed)     DEC 11, 2024
    AIM_983 : BFJ_273 : Wire Up   HUNKRIN unit test             DEC 10, 2024
    AIM_982 : BFJ_272 : Beginning HUNKRIN unit test             DEC 09, 2024
    AIM_981 : BFJ_271 : Misc Hunk Vector Member Refactor        DEC 08, 2024
    AIM_980 : BFJ_270 : ar9_r13 and ar9_dpi tests done.         DEC 07, 2024
    AIM_979 : BFJ_269 : Atomic Ivy MMO Source Documentation     DEC 06, 2024
    AIM_978 : BFJ_268 : Atomic Ivy MMO Source Documentation     DEC 05, 2024
    AIM_977 : BFJ_267 : (r13,ar9)→( adj_dpi )populate           DEC 04, 2024
    AIM_976 : BFJ_266 : (r13,ar9)→( adjacent r13 ) test         DEC 03, 2024
                                                                 
    AIM_975 : BFJ_265 : (r13,ar9)→( adj_r13 || adj_dpi )        DEC 02, 2024 UPLOADED
    AIM_974 : BFJ_264 : Calculate[ vec_dpi ]AND[ vec_r13 ].     DEC 01, 2024 UPLOADED
    AIM_973 : BFJ_263 : AR9 And HV4 Enumerations                NOV 30, 2024 UPLOADED
    AIM_972 : BFJ_262 : Batch Your Drawing Calls                NOV 29, 2024 UPLOADED
    AIM_971 : BFJ_261 : Added Enumeration Section To Engine     NOV 28, 2024 UPLOADED
    AIM_970 : BFJ_260 : Atomic Ivy Source Code Docs             NOV 27, 2024 UPLOADED
    AIM_969 : BFJ_259 : Atomic Ivy Source Code Docs             NOV 26, 2024 UPLOADED
    AIM_968 : BFJ_258 : Atomic Ivy Source Code Docs             NOV 25, 2024 UPLOADED
    AIM_967 : BFJ_257 : Atomic Ivy Source Code Docs             NOV 24, 2024 UPLOADED
    AIM_966 : BFJ_256 : Atomic Ivy Source Code Docs             NOV 23, 2024 UPLOADED
    AIM_965 : BFJ_255 : Atomic Ivy Source Code Docs             NOV 22, 2024 UPLOADED
    AIM_964 : BFJ_254 : Atomic Ivy Source Code Docs             NOV 21, 2024 UPLOADED
    AIM_963 : BFJ_253 : Atomic Ivy Source Code Docs             NOV 20, 2024 UPLOADED
    AIM_962 : BFJ_252 : Atomic Ivy Source Code Docs             NOV 19, 2024 UPLOADED
    AIM_961 : BFJ_251 : Atomic Ivy Source Code Docs             NOV 18, 2024 UPLOADED



    AIM_960 : BFJ_250 : Atomic Ivy Source Code Docs             NOV 17, 2024 UPLOADED
    AIM_959 : BFJ_249 : IMPRINT : Logging Core Logic ? ? ? ?    NOV 16, 2024 UPLOADED
    AIM_958 : BFJ_248 : IMPRINT : Line Buffer Static Data       NOV 15, 2024 UPLOADED
    AIM_957 : BFJ_247 : IMPRINT : Tile Map Console Logger       NOV 14, 2024 UPLOADED
    AIM_956 : BFJ_246 : BOMAREA : Simulation Test Finished      NOV 13, 2024 UPLOADED
    AIM_955 : BFJ_245 : BOMAREA : Finishing Detonator Funcs     NOV 12, 2024 UPLOADED
    AIM_954 : BFJ_244 : BOMAREA : BLASTIN Struct Loading        NOV 11, 2024 UPLOADED
    AIM_953 : BFJ_243 : BOMAREA : Detonator Preludes            NOV 10, 2024 UPLOADED
    AIM_952 : BFJ_242 : BOMAREA : Box Blast Simulation Code     NOV 09, 2024 UPLOADED
    AIM_951 : BFJ_241 : Atomic Ivy MMO Game Engine Docs         NOV 08, 2024 UPLOADED
    AIM_950 : BFJ_240 : Atomic Ivy MMO Game Engine Docs         NOV 07, 2024 UPLOADED
    AIM_949 : BFJ_239 : BOMAREA : Ring Blast Algorithm          NOV 06, 2024 UPLOADED
    AIM_948 : BFJ_238 : BOMAREA : Lazer Box Sub Types           NOV 05, 2024 UPLOADED
    AIM_947 : BFJ_237 : Atomic Ivy MMO ( Source Code Docs )     NOV 04, 2024 UPLOADED
    AIM_946 : BFJ_236 : Atomic Ivy MMO ( Source Code Docs )     NOV 03, 2024 UPLOADED

    AIM_945 : BFJ_235 : Blastin Struct                          NOV 02, 2024 UPLOADED
    AIM_944 : BFJ_234 : BOMAREA : Blast Bound Table Checks      NOV 01, 2024 UPLOADED
    AIM_943 : BFJ_233 : BOMAREA : Blast Bounds Lookup Tables    OCT 31, 2024 UPLOADED
    AIM_942 : BFJ_232 : BOMAREA : All UTM Stubs Stubbed In      OCT 30, 2024 UPLOADED
    AIM_941 : BFJ_231 : BOMAREA : Simulation Blast Helpers      OCT 29, 2024 UPLOADED
    AIM_940 : BFJ_230 : BOMAREA : Seeding The Simulation        OCT 28, 2024 UPLOADED
    AIM_939 : BFJ_229 : BOMAREA : Unit Test Simulation Work     OCT 27, 2024 UPLOADED
    AIM_938 : BFJ_228 : BOMAREA_INI && BOMAREA_UTM Stubs        OCT 26, 2024 UPLOADED
    AIM_937 : BFJ_227 : Bomb Category Consts and Lookup Tables  OCT 25, 2024 UPLOADED
    AIM_936 : BFJ_226 : SYSTEMS : V16GEOM , V16BOMB , V16FADA   OCT 24, 2024 UPLOADED
    AIM_935 : BFJ_225 : BOMBAREA Unit Test Arrays ( UTA )       OCT 23, 2024 UPLOADED
    AIM_934 : BFJ_224 : New Sub System : BOMBAREA               OCT 22, 2024 UPLOADED
    AIM_933 : BFJ_223 : Monkey Wrench Macros And Sanity Checks  OCT 21, 2024 UPLOADED
    AIM_932 : BFJ_222 : F_DACAFAD_CACACHE_BINFADA ImplementationOCT 20, 2024 UPLOADED
    AIM_931 : BFJ_221 : BOMTHOT Fada Tile Cache Update          OCT 19, 2024 UPLOADED

    AIM_930 : BFJ_220 : DACAFAD SubSystem Stubbed In            OCT 18, 2024 UPLOADED
    AIM_929 : BFJ_219 : EFC_AIB work - RING EXPLOSION           OCT 17, 2024 UPLOADED
    AIM_928 : BFJ_218 : EFC_SPK work.                           OCT 16, 2024 UPLOADED
    AIM_927 : BFJ_217 : T_LXY & T_AXY Top Level Structs         OCT 15, 2024 UPLOADED
    AIM_926 : BFJ_216 : Hunker Switchboard / Routing            OCT 14, 2024 UPLOADED
    AIM_925 : BFJ_215 : HUK and HUKAREA top level types.        OCT 13, 2024 UPLOADED
    AIM_924 : BFJ_214 : Stubbing in the HUNK Systems            OCT 12, 2024 UPLOADED
    AIM_923 : BFJ_213 : Atomic Ivy MMO ( Source Code Docs )     OCT 11, 2024 UPLOADED
    AIM_922 : BFJ_212 : Atomic Ivy MMO ( Source Code Docs )     OCT 10, 2024 UPLOADED
    AIM_921 : BFJ_211 : Maybe we tweak lazer settings ? ?? ?    OCT 09, 2024 UPLOADED
    AIM_920 : BFJ_210 : Varying Fada SubType Behaviors          OCT 08, 2024 UPLOADED
    AIM_919 : BFJ_209 : Atomic Ivy MMO ( Source Code Docs )     OCT 07, 2024 UPLOADED
    AIM_918 : BFJ_208 : Atomic Ivy MMO ( Source Code Docs )     OCT 06, 2024 UPLOADED
    AIM_917 : BFJ_207 : Configure a NON-ZERO cooldown time      OCT 05, 2024 UPLOADED
    AIM_916 : BFJ_206 : Re-Triggerable / Re-Trippable Sparkers  OCT 04, 2024 UPLOADED

    AIM_915 : BFJ_205 : Refractory Period Rendering Code #2     OCT 03, 2024 UPLOADED
    AIM_914 : BFJ_204 : Refractory Period Rendering Code #1     OCT 02, 2024 UPLOADED
    AIM_913 : BFJ_203 : Letter Box Area Click Error Fix         OCT 01, 2024 UPLOADED
    AIM_912 : BFJ_202 : Editor Controller Swap Cam Bug Fix      SEP 30, 2024 UPLOADED
    AIM_911 : BFJ_201 : Alter Bomb State After It Explodes      SEP 29, 2024 UPLOADED
    AIM_910 : BFJ_200 : BOMB_COOLDOWN_PERIOD                    SEP 28, 2024 UPLOADED
    AIM_909 : FRABUCK : Flood Fill Brush Part _P_               SEP 27, 2024 UPLOADED
    AIM_908 : FRABUCK : Flood Fill Brush Part _O_               SEP 26, 2024 UPLOADED
    AIM_907 : FRABUCK : Flood Fill Brush Part _N_               SEP 25, 2024 UPLOADED
    AIM_906 : FRABUCK : Flood Fill Brush Part _M_               SEP 24, 2024 UPLOADED
    AIM_905 : FRABUCK : Flood Fill Brush Part _L_               SEP 23, 2024 UPLOADED
    AIM_904 : FRABUCK : Flood Fill Brush Part _K_               SEP 22, 2024 UPLOADED
    AIM_903 : FRABUCK : Flood Fill Brush Part _J_               SEP 21, 2024 UPLOADED
    AIM_902 : FRABUCK : Flood Fill Brush Part _I_               SEP 20, 2024 UPLOADED
    AIM_901 : PLACE_HOLDER ( For What's To Come Summary )       SEP 19, 2024 UPLOADED

    AIM_900 : NEXT_PLAYLIST ( KANJI_010|NINJA_010|WEEBU_010 )   SEP 18, 2024
    AIM_899 : BFJ_199 : BITGEOM , BITBOMB , BITFADA             SEP 17, 2024
    AIM_898 : BFJ_198 : Consistent Chain Reactions              SEP 16, 2024
    AIM_897 : BFJ_197 : Assymetric Chain Reactions              SEP 15, 2024
    AIM_896 : BFJ_196 : Very Buggy Chain Reactions              SEP 14, 2024
    AIM_895 : BFJ_195 : Atomic Ivy MMO ( Source Code Docs )     SEP 13, 2024
    AIM_894 : BFJ_194 : Atomic Ivy MMO ( Source Code Docs )     SEP 12, 2024
    AIM_893 : BFJ_193 : Atomic Ivy MMO ( Source Code Docs )     SEP 11, 2024
    AIM_892 : BFJ_192 : Sucessive "B" Presses In Edit Mode      SEP 10, 2024
    AIM_891 : BFJ_191 : Bomb State Rendering Code               SEP 09, 2024
                                                                            
    AIM_890 : BFJ_190 : BOMTHOT Bomb Setter Final Bug Fixes     SEP 08, 2024
    AIM_889 : BFJ_189 : Returning[ o_dpxy128 ]                  SEP 07, 2024
    AIM_888 : BFJ_188 : BOMTHOT [dpx,dpy] calculations          SEP 06, 2024
    AIM_887 : BFJ_187 : BOMTHOT Dont Set Bombs In Void Rooms    SEP 05, 2024
    AIM_886 : BFJ_186 : BOMTHOT bomcent flag + return dpi       SEP 04, 2024
                                                                            
    AIM_885 : BFJ_185 : BOMTHOT Binary Bomb Payload             SEP 03, 2024
    AIM_884 : BFJ_184 : Procedural Diamond Inheritance          SEP 02, 2024
    AIM_883 : BFJ_183 : Atomic Ivy MMO ( Source Code Docs )     SEP 01, 2024
    AIM_882 : BFJ_182 : Click Position To World Position        Aug 31, 2024
    AIM_881 : BFJ_181 : Y-Axis Math : Pixel To Plank Unit       Aug 30, 2024
    AIM_880 : BFJ_180 : X-Axis Math : Pixel To Plank Unit       Aug 29, 2024
    AIM_879 : BFJ_179 : CLIMATH Sub System Stub In              Aug 28, 2024
    AIM_878 : BFJ_178 : FAM Click Handler Body                  Aug 27, 2024
    AIM_877 : BFJ_177 : fam_la3 added to game state object      Aug 26, 2024
    AIM_876 : BFJ_176 : Flame Shape , Damage , Effects          Aug 25, 2024



    AIM_875 : BFJ_175 : SIMFIRE signature and body work         Aug 24, 2024 UPLOADED
    AIM_874 : BFJ_174 : Bomb Explosion Settings - Lazer Boxes   Aug 23, 2024 UPLOADED
    AIM_873 : BFJ_173 : Bomb Explosion Settings - Box Bombs     Aug 22, 2024 UPLOADED
    AIM_872 : BFJ_172 : Bomb Explosion Settings - Spark Pins    Aug 21, 2024 UPLOADED
    AIM_871 : BFJ_171 : Half Baked Bomb Magnitude Tables        Aug 20, 2024 UPLOADED
    AIM_870 : BFJ_170 : Game Mode GPU Texture Sync              Aug 19, 2024 UPLOADED
    AIM_869 : BFJ_169 : Atomic Ivy MMO ( Source Code Docs )     Aug 18, 2024 UPLOADED
    AIM_868 : BFJ_168 : Atomic Ivy MMO ( Source Code Docs )     Aug 17, 2024 UPLOADED
    AIM_867 : BFJ_167 : Steal Johan's Electric Keyboard         Aug 16, 2024 UPLOADED
    AIM_866 : BFJ_166 : Set That SL*TTY Pixel Down              Aug 15, 2024 UPLOADED
    AIM_865 : BFJ_165 : Atomic Ivy MMO ( Source Code Docs )     Aug 14, 2024 UPLOADED
    AIM_864 : BFJ_164 : Atomic Ivy MMO ( Source Code Docs )     Aug 13, 2024 UPLOADED
    AIM_863 : BFJ_163 : Atomic Ivy MMO ( Source Code Docs )     Aug 12, 2024 UPLOADED
    AIM_862 : BFJ_162 : BOMTHOT Only Put FADA In Center Hotel   Aug 11, 2024 UPLOADED
    AIM_861 : BFJ_161 : BOMTHOT Fada Tile Putter Stub           Aug 10, 2024 UPLOADED

    AIM_860 : BFJ_160 : BOMTHOT system added                    Aug 09, 2024 UPLOADED
    AIM_859 : BFJ_159 : Atomic Ivy MMO ( Source Code Docs )     Aug 08, 2024 UPLOADED
    AIM_858 : BFJ_158 : Stateless tile pos code stub            Aug 07, 2024 UPLOADED
    AIM_857 : BFJ_157 : Atomic Ivy MMO ( Source Code Docs )     Aug 06, 2024 UPLOADED
    AIM_856 : BFJ_156 : Atomic Ivy MMO ( Source Code Docs )     Aug 05, 2024 UPLOADED
    AIM_855 : BFJ_155 : Atomic Ivy MMO ( Source Code Docs )     Aug 04, 2024 UPLOADED
    AIM_854 : BFJ_154 : Atomic Ivy MMO ( Source Code Docs )     Aug 03, 2024 UPLOADED
    AIM_853 : BFJ_153 : Mouse Master Click Drag Any Refactor    Aug 02, 2024 UPLOADED
    AIM_852 : BFJ_152 : Game Mode Vs Edit Mode Mouse Refactor   Aug 01, 2024 UPLOADED
    AIM_851 : BFJ_151 : Finally Adding[ d_bommoth_onn ].        Jul 31, 2024 UPLOADED
    AIM_850 : BFJ_150 : Keyboard Emulator Fixes                 Jul 30, 2024 UPLOADED
    AIM_849 : BFJ_149 : F_KEYALTS_EVT_KEY supports a-z          Jul 29, 2024 UPLOADED
    AIM_848 : BFJ_148 : KEYALT Function Code                    Jul 28, 2024 UPLOADED
    AIM_847 : BFJ_147 : New System : KEYALT                     Jul 27, 2024 UPLOADED
    AIM_846 : BFJ_146 : Atomic Ivy MMO ( Source Code Docs )     Jul 26, 2024 UPLOADED

    AIM_845 : BFJ_145 : Atomic Ivy MMO ( Source Code Docs )     Jul 25, 2024 UPLOADED
    AIM_844 : BFJ_144 : New Systems : FADSEEK & FADBASE         Jul 24, 2024 UPLOADED
    AIM_843 : BFJ_143 : Basic Data Visitation Loop Logic        Jul 23, 2024 UPLOADED
    AIM_842 : BFJ_142 : Simulation Mode Enumerations            Jul 22, 2024 UPLOADED
    AIM_841 : BFJ_141 : BOMSEEK & BOMBASE                       Jul 21, 2024 UPLOADED
    AIM_840 : BFJ_140 : Atomic Ivy MMO ( Source Code Docs )     Jul 20, 2024 UPLOADED
    AIM_839 : BFJ_139 : Atomic Ivy MMO ( Source Code Docs )     Jul 19, 2024 UPLOADED
    AIM_838 : BFJ_138 : BUGCHAN lookup tables.                  Jul 18, 2024 UPLOADED
    AIM_837 : BFJ_137 : Color Channel Splitting Algorithm       Jul 17, 2024 UPLOADED
    AIM_836 : BFJ_136 : Stubbed In : BUGCHAN                    Jul 16, 2024 UPLOADED
    AIM_835 : BFJ_135 : FIOPUNK Can Load 2048_X_2048 Now        Jul 15, 2024 UPLOADED
    AIM_834 : BFJ_134 : Stubbed In : WEBPURL & BATKLAY          Jul 14, 2024 UPLOADED
    AIM_833 : BFJ_133 : femilod calcs for femi336 render        Jul 13, 2024 UPLOADED
    AIM_832 : BFJ_132 : Parallax Bug Fixed, PUN is PUG Now      Jul 12, 2024 UPLOADED
    AIM_831 : BFJ_131 : Temporal Anti-Aliasing On Grid          Jul 11, 2024 UPLOADED

    AIM_830 : BFJ_130 : Random Sample Cood Function Part 2      Jul 10, 2024 UPLOADED
    AIM_829 : BFJ_129 : Random 2D Sample Coord Function         Jul 09, 2024 UPLOADED
    AIM_828 : BFJ_128 : Stateless Sudo Random Integers          Jul 08, 2024 UPLOADED
    AIM_827 : BFJ_127 : Fading the femi336 tiles                Jul 07, 2024 UPLOADED
    AIM_826 : BFJ_126 : Void Echo Fix - Glass                   Jul 06, 2024 UPLOADED
    AIM_825 : BFJ_125 : Void Echo Fix - Main Geometric Elements Jul 05, 2024 UPLOADED
    AIM_824 : BFJ_124 : Composite Femi336 Onto Ean's Grid       Jul 04, 2024 UPLOADED
    AIM_823 : BFJ_123 : The Final Femi336 Sample Coord          Jul 03, 2024 UPLOADED
    AIM_822 : BFJ_122 : Femi336 Half Baked Texel Fetch          Jul 02, 2024 UPLOADED
    AIM_821 : BFJ_121 : Atomic Ivy MMO ( Source Code Docs )     Jul 01, 2024 UPLOADED
    AIM_820 : BFJ_120 : Atomic Ivy MMO ( Source Code Docs )     Jun 30, 2024 UPLOADED
    AIM_819 : BFJ_119 : Atomic Ivy MMO ( Source Code Docs )     Jun 29, 2024 UPLOADED
    AIM_818 : BFJ_118 : Atomic Ivy MMO ( Source Code Docs )     Jun 28, 2024 UPLOADED
    AIM_817 : BFJ_117 : Atomic Ivy MMO ( Source Code Docs )     Jun 27, 2024 UPLOADED
    AIM_816 : BFJ_116 : Atomic Ivy MMO ( Source Code Docs )     Jun 26, 2024 UPLOADED

    AIM_815 : BFJ_115 : Atomic Ivy MMO ( Source Code Docs )     Jun 25, 2024 UPLOADED
    AIM_814 : BFJ_114 : Atomic Ivy MMO ( Source Code Docs )     Jun 24, 2024 UPLOADED
    AIM_813 : BFJ_113 : Atomic Ivy MMO ( Source Code Docs )     Jun 23, 2024 UPLOADED
    AIM_812 : BFJ_112 : Atomic Ivy MMO ( Source Code Docs )     Jun 22, 2024 UPLOADED
    AIM_811 : BFJ_111 : Atomic Ivy MMO ( Source Code Docs )     Jun 21, 2024 UPLOADED
    AIM_810 : BFJ_110 : Atomic Ivy MMO ( Source Code Docs )     Jun 20, 2024 UPLOADED
    AIM_809 : FRABUCK : Flood Fill Brush Part _H_               Jun 19, 2024 UPLOADED
    AIM_808 : FRABUCK : Flood Fill Brush Part _G_               Jun 18, 2024 UPLOADED
    AIM_807 : FRABUCK : Flood Fill Brush Part _F_               Jun 17, 2024 UPLOADED
    AIM_806 : FRABUCK : Flood Fill Brush Part _E_               Jun 16, 2024 UPLOADED
    AIM_805 : FRABUCK : Flood Fill Brush Part _D_               Jun 15, 2024 UPLOADED
    AIM_804 : FRABUCK : Flood Fill Brush Part _C_               Jun 14, 2024 UPLOADED
    AIM_803 : FRABUCK : Flood Fill Brush Part _B_               Jun 13, 2024 UPLOADED
    AIM_802 : FRABUCK : Flood Fill Brush Part _A_               Jun 12, 2024 UPLOADED
    AIM_801 : What's to come summary video for playlist 9       Jun 11, 2024 UPLOADED

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

    AIM_800 : NEXT PLAYLIST VIDEO                               Jun 10, 2024 UPLOADED
    AIM_799 : BFJ_109 : TODO : Delete TILESOB keep TATSOBO      Jun 09, 2024 UPLOADED
    AIM_798 : BFJ_108 : Calc New U32 , Put Into LadyPix         Jun 08, 2024 UPLOADED
    AIM_797 : BFJ_107 : Where Is Our Data Pixel ?               Jun 07, 2024 UPLOADED
    AIM_796 : BFJ_106 : TATLADY data pixel location math        Jun 06, 2024 UPLOADED
    AIM_795 : BFJ_105 : New Systems[ TATLADY,TATSOBO,TATFEMI ]  Jun 05, 2024 UPLOADED
    AIM_794 : BFJ_104 : FEMI336 Support In EDIC002              Jun 04, 2024 UPLOADED
    AIM_793 : BFJ_103 : EDIC002 Control Remodelling             Jun 03, 2024 UPLOADED
    AIM_792 : BFJ_102 : Calling F_MIPTILE_TILEMAG_KD7           Jun 02, 2024 UPLOADED
    AIM_791 : BFJ_101 : Bilinear Downscale Loop For Mip-Maps    Jun 01, 2024 UPLOADED
                                                                              
    AIM_790 : BFJ_100 : Bilinear Downscale Vars For Mip-Maps    May 31, 2024 UPLOADED
    AIM_789 : BFJ_099 : Even Divisibility Check                 May 30, 2024 UPLOADED
    AIM_788 : BFJ_098 : Get Tile Mags , Select And Downscale    May 29, 2024 UPLOADED
    AIM_787 : BFJ_097 : Calculate MipMap Blitting Selections    May 28, 2024 UPLOADED
    AIM_786 : BFJ_096 : Lateral Multiplier Lookup Tables        May 27, 2024 UPLOADED
    AIM_785 : BFJ_095 : MIPTILE Lookup Tables And Sanity Check  May 26, 2024 UPLOADED
    AIM_784 : BFJ_094 : MIPTILE Tile Mip Map Maker              May 25, 2024 UPLOADED
    AIM_783 : BFJ_093 : Mip Level ZERO PIGTILE Graphics Done    May 24, 2024 UPLOADED
    AIM_782 : BFJ_092 : Gradient Tile Loop && glypmag           May 23, 2024 UPLOADED
    AIM_781 : BFJ_091 : tilemag && [ktw,kth] calcs              May 22, 2024 UPLOADED
    AIM_780 : BFJ_090 : KONAMIC PIGTILE Konami Key Wireup       May 21, 2024 UPLOADED
    AIM_779 : BFJ_089 : Square Gradient Helper Function Math    May 20, 2024 UPLOADED
    AIM_778 : BFJ_088 : Stamping Grey Placeholder Tile          May 19, 2024 UPLOADED
    AIM_777 : BFJ_087 : Using[ sm3_mxy ]To Stamp Serial Numbers May 18, 2024 UPLOADED
    AIM_776 : BFJ_086 : sm3_mx0_mx1_my0_my1 lookup table        May 17, 2024 UPLOADED
                                                                             
    AIM_775 : BFJ_085 : GEN_KD7_P48_KX0_KX1_KY0_KY1_CI4 Body    May 16, 2024 UPLOADED
    AIM_774 : BFJ_084 : Serial Number Graphic Stamper Stub      May 15, 2024 UPLOADED
    AIM_773 : BFJ_083 : Runline Sequence Detection              May 14, 2024 UPLOADED
    AIM_772 : BFJ_082 : p48_g12 , p48_gcx , p48_gcy             May 13, 2024 UPLOADED
    AIM_771 : BFJ_081 : g12_g12 , g12_g16 , g12_gcx , g12_gcy   May 12, 2024 UPLOADED
    AIM_770 : BFJ_080 : KLAYOUT & PIGTILE System Stubs          May 11, 2024 UPLOADED
    AIM_769 : BFJ_079 : Level Of Detail , Background Grid       May 10, 2024 UPLOADED
    AIM_768 : BFJ_078 : Level Of Detail , Glass Panel Edges     May 09, 2024 UPLOADED
    AIM_767 : BFJ_077 : Atmospheric Depth On Bomb Tiles         May 08, 2024 UPLOADED
    AIM_766 : BFJ_076 : Atmospheric Depth On Geom Tiles         May 07, 2024 UPLOADED
    AIM_765 : BFJ_075 : Prevent Default BS                      May 06, 2024 UPLOADED
    AIM_764 : BFJ_074 : Uniform Thickness Windows Done          May 05, 2024 UPLOADED
    AIM_763 : BFJ_073 : Dil Warp 9 And Rounding                 May 04, 2024 UPLOADED
    AIM_762 : BFJ_072 : Fixing Things That Annoy Me             May 03, 2024 UPLOADED
    AIM_761 : BFJ_071 : ARTTOOL Sub System Stubbing             May 02, 2024 UPLOADED
                                                                             
    AIM_760 : BFJ_070 : Getting Ready For Warp Drive            May 01, 2024 UPLOADED
    AIM_759 : BFJ_069 : Lighten Up Background Grid              Apr 30, 2024 UPLOADED
    AIM_758 : BFJ_068 : Refactor Graph Paper Render             Apr 29, 2024 UPLOADED
    AIM_757 : BFJ_067 : Purple Panel Transparency               Apr 28, 2024 UPLOADED
    AIM_756 : BFJ_066 : Purple Panel Internal Details           Apr 27, 2024 UPLOADED
    AIM_755 : BFJ_065 : We've got purple placeholder panels!    Apr 26, 2024 UPLOADED
    AIM_754 : BFJ_064 : Swizzle My Nizzle                       Apr 25, 2024 UPLOADED
    AIM_753 : BFJ_063 : Glass Panel Rendering Code Start        Apr 24, 2024 UPLOADED
    AIM_752 : BFJ_062 : Compressing Glass Panel Graphics        Apr 23, 2024 UPLOADED
    AIM_751 : BFJ_061 : Supporting Glass Panels In BFJ Shader   Apr 22, 2024 UPLOADED
    AIM_750 : SOB _O_ : Fixing Fractal Brush Corruption Again   Apr 21, 2024 UPLOADED
    AIM_749 : SOB _N_ : Wack A Mole Bugs                        Apr 20, 2024 UPLOADED
    AIM_748 : SOB _M_ : Finishing Glass Panel Putter Function   Apr 19, 2024 UPLOADED
    AIM_747 : SOB _L_ : Dum Dum Kruger Sanity Check Test        Apr 18, 2024 UPLOADED
    AIM_746 : SOB _K_ : FRACABU Non-Zero i_wam branch           Apr 17, 2024 UPLOADED
                                                                             
    AIM_745 : SOB _J_ : SOB WAM & KAM Masks                     Apr 16, 2024 UPLOADED
    AIM_744 : SOB _I_ : Glass Panel Bitpack Bug Fixes           Apr 15, 2024 UPLOADED
    AIM_743 : SOB _H_ : TILEFED Glass Panel Bitpacking          Apr 14, 2024 UPLOADED
    AIM_742 : SOB _G_ : TILEFED Controller Switchboard          Apr 13, 2024 UPLOADED
    AIM_741 : SOB _F_ : Stubbing In[ TILESOB ]SubSystem         Apr 12, 2024 UPLOADED
    AIM_740 : SOB _E_ : Back in line , Back in order            Apr 11, 2024 UPLOADED
    AIM_739 : SOB _D_ : Intentionally Crashing, Out Of Order    Apr 10, 2024 UPLOADED
    AIM_738 : SOB _C_ : Casting Scrolling Window To Byte Value  Apr 09, 2024 UPLOADED
    AIM_737 : SOB _B_ : Loading N10 value into SAW4BIL array    Apr 08, 2024 UPLOADED
    AIM_736 : SOB _A_ : Stained On Bombs (SOB) - Part _A_       Apr 07, 2024 UPLOADED
    AIM_735 : KMC_015 : Crisis Averted , Final Refactor         Apr 06, 2024 UPLOADED
    AIM_734 : KMC_014 : Where Is The Money Lebowski             Apr 05, 2024 UPLOADED
    AIM_733 : KMC_013 : Back To Steal The Dog                   Apr 04, 2024 UPLOADED
    AIM_732 : KMC_012 : Robbery Based Inheritance               Apr 03, 2024 UPLOADED
    AIM_731 : KMC_011 : Keyboard Mapping Crisis #11             Apr 02, 2024 UPLOADED
                                                                             
    AIM_730 : KMC_010 : Keyboard Mapping Crisis #10             Apr 01, 2024 UPLOADED
    AIM_729 : KMC_009 : Keyboard Mapping Crisis #9              Mar 31, 2024 UPLOADED
    AIM_728 : KMC_008 : Keyboard Mapping Crisis #8              Mar 30, 2024 UPLOADED
    AIM_727 : KMC_007 : Keyboard Mapping Crisis #7              Mar 29, 2024 UPLOADED
    AIM_726 : KMC_006 : Keyboard Mapping Crisis #6              Mar 28, 2024 UPLOADED
    AIM_725 : KMC_005 : Keyboard Mapping Crisis #5              Mar 27, 2024 UPLOADED
    AIM_724 : KMC_004 : Keyboard Mapping Crisis #4              Mar 26, 2024 UPLOADED
    AIM_723 : KMC_003 : KEYBIND : No Overlap Modes (NO4)        Mar 25, 2024 UPLOADED
    AIM_722 : KMC_002 : KEYBIND : Garret Bobby Furgeson Keys    Mar 24, 2024 UPLOADED
    AIM_721 : KMC_001 : KEYBIND : Keyboard Mapping Crisis (KMC) Mar 23, 2024 UPLOADED
    AIM_720 : BFJ_060 : ARTGIRL : Bitch On Fire                 Mar 22, 2024 UPLOADED
    AIM_719 : BFJ_059 : ARTGIRL : Sparks Can't Hurt Me          Mar 21, 2024 UPLOADED
    AIM_718 : BFJ_058 : ARTGIRL+RULGEOM : v16_sb2 L.U.T.        Mar 20, 2024 UPLOADED
    AIM_717 : BFJ_057 : ARTGIRL - db2_zak Lookup Table          Mar 19, 2024 UPLOADED
    AIM_716 : BFJ_056 : ABOMB08 - Fada Damage Level Icons       Mar 18, 2024 UPLOADED
      
    AIM_715 : BFJ_055 : ABOMB08 - States Of Matter On Fire      Mar 17, 2024
    AIM_714 : BFJ_054 : ARTGIRL - Geom Colors By State          Mar 16, 2024
    AIM_713 : BFJ_053 : ARTGIRL - Some Tiles May Vanish         Mar 15, 2024
    AIM_712 : BFJ_052 : ARTGIRL - RULGEOM V.I.A. Inject         Mar 14, 2024
    AIM_711 : BFJ_051 : ARTGIRL - Bomb Tile Gradient            Mar 13, 2024
    AIM_710 : BFJ_050 : ARTGIRL - Geom Graphic Inset            Mar 12, 2024
    AIM_709 : RGBA192 && PIMPSOB PART # _H_ : File Picker       Mar 11, 2024
    AIM_708 : RGBA192 && PIMPSOB PART # _G_ : Swizzling SOB     Mar 10, 2024
    AIM_707 : RGBA192 && PIMPSOB PART # _F_ : gr9 to r4[x,y]    Mar 09, 2024
    AIM_706 : RGBA192 && PIMPSOB PART # _E_ : Wrong Table       Mar 08, 2024
    AIM_705 : RGBA192 && PIMPSOB PART # _D_ : Salty Loop        Mar 07, 2024
    AIM_704 : RGBA192 && PIMPSOB PART # _C_ : Konamic Key       Mar 06, 2024
    AIM_703 : RGBA192 && PIMPSOB PART # _B_ : Lookup Tables     Mar 05, 2024
    AIM_702 : RGBA192 && PIMPSOB PART # _A_ : SYSTEM STUB       Mar 04, 2024
    AIM_701 : PREVIEW PLACEHOLDER                               Mar 03, 2024

    AIM_700 : NEXT PLAYLIST                                     Mar 02, 2024
    AIM_699 : BFJ_049 : ARTGIRL - Using FX4_HEX LUT In Shader   Mar 01, 2024
    AIM_698 : BFJ_048 : ARTGIRL - FX4_HEX LUT Injection         Feb 29, 2024
    AIM_697 : BFJ_047 : HEXABAF - FX4 Colors                    Feb 28, 2024
    AIM_696 : BFJ_046 : ARTGIRL - Fada Explosion Color          Feb 27, 2024

    AIM_695 : BFJ_045 : ARTGIRL - Bomb Color Rendering      Feb 26, 2024
    AIM_694 : BFJ_044 : ARTGIRL - Bomb Color Selection      Feb 25, 2024
    AIM_693 : BFJ_043 : ARTGIRL - Damaged Tiles Show Up     Feb 24, 2024
    AIM_692 : BFJ_042 : ARTGIRL - Explosion Tile Animation  Feb 23, 2024
    AIM_691 : BFJ_041 : ARTGIRL - Constant Side Inset       Feb 22, 2024
    AIM_690 : BFJ_040 : RULBOMB - Bomb Tile Rules           Feb 21, 2024
    AIM_689 : BFJ_039 : ARTGIRL - Bomb Occlusion BugFix     Feb 20, 2024
    AIM_688 : BFJ_038 : ARTGIRL - Bombs Are Now Inset       Feb 19, 2024
    AIM_687 : BFJ_037 : ARTGIRL - Red FADA Tiles Blink      Feb 18, 2024
    AIM_686 : BFJ_036 : ARTGIRL - The roof is on fire       Feb 17, 2024
    AIM_685 : BFJ_035 : ARTGIRL - Explosives For Children   Feb 16, 2024
    AIM_684 : BFJ_034 : ARTGIRL - Bomb & Fada 9X9 Bit       Feb 15, 2024
    AIM_683 : BFJ_033 : ARTGIRL - Crush Bugs No Mercy       Feb 14, 2024
    AIM_682 : BFJ_032 : ARTGIRL - Render Geometry Tile      Feb 13, 2024
    AIM_681 : BFJ_031 : ARTGIRL - Is Tile Destroyed ?       Feb 12, 2024

    AIM_680 : BFJ_030 : ARTGIRL - Get Geom Texel Coord      Feb 11, 2024
    AIM_679 : BFJ_029 : ARTGIRL - Tri-Cluster Origin        Feb 10, 2024
    AIM_678 : BFJ_028 : RULGEOM - Geometry Strength         Feb 09, 2024
    AIM_677 : BFJ_027 : ARTGIRL - Injecting Alto Tiles      Feb 08, 2024
    AIM_676 : BFJ_026 : ABOMB08 - Alto Compressed Graphics  Feb 07, 2024
    AIM_675 : BFJ_025 : ABOMB08 - Alto Tiles                Feb 06, 2024
    AIM_674 : BFJ_024 : ARTGIRL - TileSpace Vs VoidSpace    Feb 05, 2024
    AIM_673 : BFJ_023 : ARTGIRL - 9_X_9 bitmap animation    Feb 04, 2024
    AIM_672 : BFJ_022 : ARTGIRL - 9_X_9 bitmap vars         Feb 03, 2024
    AIM_671 : BFJ_021 : ARTGIRL - Where Is My Hotel Room?   Feb 02, 2024
    AIM_670 : BFJ_020 : ARTGIRL - Get 1X Tile Render Data   Feb 01, 2024
    AIM_669 : BFJ_019 : ARTGIRL - au_ , ru_ , tu_ Units     Jan 31, 2024
    AIM_668 : BFJ_018 : ARTGIRL - FragShader Main()         Jan 30, 2024
    AIM_667 : BFJ_017 : ABOMB08 - Abomb08 Init              Jan 29, 2024
    AIM_666 : BFJ_016 : ABOMB+ARTGIRL - u81eans             Jan 28, 2024

    AIM_665 : BFJ_015 : ABOMB08 - Eans Graphics             Jan 27, 2024
    AIM_664 : BFJ_014 : ARTGIRL - LUT Injection             Jan 26, 2024
    AIM_663 : BFJ_013 : ARTGIRL - System Review             Jan 25, 2024
    AIM_662 : BFJ_012 : ABOMB08 - LUT Bit Packing           Jan 24, 2024
    AIM_661 : BFJ_011 : ABOMB08 - Re-Usable Corn            Jan 23, 2024
    AIM_660 : BFJ_010 : ABOMB08 - Look Up Tables            Jan 22, 2024
    AIM_659 : BFJ_009 : ABOMB08 - Lazer Ordering            Jan 21, 2024
    AIM_658 : BFJ_008 : ABOMB08 - Fada Graphics             Jan 20, 2024
    AIM_657 : BFJ_007 : ABOMB08 - Geom Graphics             Jan 19, 2024
    AIM_656 : BFJ_006 : ABOMB08 - Bomb Graphics             Jan 18, 2024
    AIM_655 : BFJ_005 : HEXABAF ( HEX : Bombs + Flames )    Jan 17, 2024
    AIM_654 : BFJ_004 : Ignore Insert Key Press             Jan 16, 2024
    AIM_653 : BFJ_003 : AIM.HTM (Hackish Local Host)        Jan 15, 2024
    AIM_652 : BFJ_002 : ABOMB08 (Bomb System Graphics)      Jan 14, 2024
    AIM_651 : BFJ_001 : BOMMOTH & BOMSIMP & BOMHARD         Jan 13, 2024

    was able to upload 30 videos per channel.
    next time try 45 vidoes per channel.

    AIM_650 : EASYHOT J49 : PUREHUE P39 ___________ Jan 12, 2024
    AIM_649 : EASYHOT J48 : PUREHUE P38 ___________ Jan 11, 2024
    AIM_648 : EASYHOT J47 : PUREHUE P37 ___________ Jan 10, 2024
    AIM_647 : EASYHOT J46 : PUREHUE P36 ___________ Jan 09, 2024
    AIM_646 : EASYHOT J45 : PUREHUE P35 ___________ Jan 08, 2024
    AIM_645 : EASYHOT J44 : PUREHUE P34 ___________ Jan 07, 2024
    AIM_644 : EASYHOT J43 : PUREHUE P33 ___________ Jan 06, 2024
    AIM_643 : EASYHOT J42 : PUREHUE P32 ___________ Jan 05, 2024
    AIM_642 : EASYHOT J41 : PUREHUE P31 ___________ Jan 04, 2024
    AIM_641 : EASYHOT J40 : PUREHUE P30 ___________ Jan 03, 2024
    AIM_640 : EASYHOT J39 : PUREHUE P29 ___________ Jan 02, 2024
    AIM_639 : EASYHOT J38 : PUREHUE P28 ___________ Jan 01, 2024
    AIM_638 : EASYHOT J37 : PUREHUE P27 ___________ Dec 31, 2023
    AIM_637 : EASYHOT J36 : PUREHUE P26 ___________ Dec 30, 2023
    AIM_636 : EASYHOT J35 : PUREHUE P25 ___________ Dec 29, 2023

    ////////////////////////////////////////////////////////////

    AIM_635 : EASYHOT J34 : PUREHUE P24 ___________ Dec 28, 2023
    AIM_634 : EASYHOT J33 : PUREHUE P23 ___________ Dec 27, 2023
    AIM_633 : EASYHOT J32 : PUREHUE P22 ___________ Dec 26, 2023
    AIM_632 : EASYHOT J31 : PUREHUE P21 ___________ Dec 25, 2023
    AIM_631 : EASYHOT J30 : PUREHUE P20 ___________ Dec 24, 2023
    AIM_630 : EASYHOT J29 : PUREHUE P19 ___________ Dec 23, 2023
    AIM_629 : EASYHOT J28 : PUREHUE P18 ___________ Dec 22, 2023
    AIM_628 : EASYHOT J27 : PUREHUE P17 ___________ Dec 21, 2023
    AIM_627 : EASYHOT J26 : PUREHUE P16 ___________ Dec 20, 2023
    AIM_626 : EASYHOT J25 : PUREHUE P15 ___________ Dec 19, 2023
    AIM_625 : EASYHOT J24 : PUREHUE P14 ___________ Dec 18, 2023
    AIM_624 : EASYHOT J23 : PUREHUE P13 ___________ Dec 17, 2023
    AIM_623 : EASYHOT J22 : PUREHUE P12 ___________ Dec 16, 2023
    AIM_622 : EASYHOT J21 : PUREHUE P11 ___________ Dec 15, 2023
    AIM_621 : EASYHOT J20 : PUREHUE P10 ___________ Dec 14, 2023

    ////////////////////////////////////////////////////////////

    AIM_620 : EASYHOT J19 : PUREHUE P09 __________  Dec 13, 2023
    AIM_619 : EASYHOT J18 : PUREHUE P08 __________  Dec 12, 2023
    AIM_618 : EASYHOT J17 : PUREHUE P07 __________  Dec 11, 2023
    AIM_617 : EASYHOT J16 : PUREHUE P06 __________  Dec 10, 2023
    AIM_616 : EASYHOT J15 : PUREHUE P05 __________  Dec 09, 2023

    ////////////////////////////////////////////////////////////

    AIM_615 : EASYHOT J14 : PUREHUE P04         __  Dec 08, 2023
    AIM_614 : EASYHOT J13 : PUREHUE P03         __  Dec 07, 2023
    AIM_613 : EASYHOT J12 : PUREHUE P02         __  Dec 06, 2023
    AIM_612 : EASYHOT J11 : PUREHUE P01         __  Dec 05, 2023
    AIM_611 : EASYHOT / FILE196 / RGBA196 - J10 __  Dec 04, 2023


    AIM_610 : EASYHOT / FILE196 / RGBA196 - J09  ________ DEC_03  Dec 03, 2023
    AIM_609 : EASYHOT / FILE196 / RGBA196 - J08  ________ DEC_02  Dec 02, 2023
    AIM_608 : EASYHOT / FILE196 / RGBA196 - J07  ________ DEC_01  Dec 01, 2023
    AIM_607 : EASYHOT / FILE196 / RGBA196 - J06  ________ NOV_30  Nov 30, 2023
    AIM_606 : EASYHOT / FILE196 / RGBA196 - J05  ________ NOV_29  Nov 29, 2023
 
    AIM_605 : EASYHOT / FILE196 / RGBA196 - J04  ________ NOV_28  Nov 28, 2023
    AIM_604 : EASYHOT / FILE196 / RGBA196 - J03  ________ NOV_27  Nov 27, 2023
    AIM_603 : EASYHOT / FILE196 / RGBA196 - J02  ________ NOV_26  Nov 26, 2023
    AIM_602 : EASYHOT / FILE196 / RGBA196 - J01  ________ NOV_25  Nov 25, 2023
    AIM_601 : PLACE_HOLDER                       ________ NOV_24  Nov 24, 2023

    AIM_600 : NEXT_PLAYLIST                               NOV_23  Nov 23, 2023
    AIM_599 : TILEWAY[ 029 ] && CONWAYS[ 2_H ]            NOV_22  Nov 22, 2023
    AIM_598 : TILEWAY[ 028 ] && CONWAYS[ 2_G ]            NOV_21  Nov 21, 2023
    AIM_597 : TILEWAY[ 027 ] && CONWAYS[ 2_F ]            NOV_20  Nov 20, 2023
    AIM_596 : TILEWAY[ 026 ] && CONWAYS[ 2_E ]            NOV_19  Nov 19, 2023
    AIM_595 : TILEWAY[ 025 ] && CONWAYS[ 2_D ]            NOV_18  Nov 18, 2023
    AIM_594 : TILEWAY[ 024 ] && CONWAYS[ 2_C ]            NOV_17  Nov 17, 2023
    AIM_593 : TILEWAY[ 023 ] && CONWAYS[ 2_B ]            NOV_16  Nov 16, 2023
    AIM_592 : TILEWAY[ 022 ] && CONWAYS[ 2_A ]            NOV_15  Nov 15, 2023
    AIM_591 : TILEWAY[ 021 ] && CONWAYS[ _Z_ ]            NOV_14  Nov 14, 2023

    AIM_590 : TILEWAY[ 020 ] && CONWAYS[ _Y_ ]            NOV_13  Nov 13, 2023
    AIM_589 : TILEWAY[ 019 ] && CONWAYS[ _X_ ]            NOV_12  Nov 12, 2023
    AIM_588 : TILEWAY[ 018 ] && CONWAYS[ _W_ ]            NOV_11  Nov 11, 2023
    AIM_587 : TILEWAY[ 017 ] && CONWAYS[ _V_ ]            NOV_10  Nov 10, 2023
    AIM_586 : TILEWAY[ 016 ] && CONWAYS[ _U_ ]            NOV_09  Nov 09, 2023
    AIM_585 : TILEWAY[ 015 ] && CONWAYS[ _T_ ]            NOV_08  Nov 08, 2023
    AIM_584 : TILEWAY[ 014 ] && CONWAYS[ _S_ ]            NOV_07  Nov 07, 2023
    AIM_583 : TILEWAY[ 013 ] && CONWAYS[ _R_ ]            NOV_06  Nov 06, 2023
    AIM_582 : TILEWAY[ 012 ] && CONWAYS[ _Q_ ]            NOV_05  Nov 05, 2023
    AIM_581 : TILEWAY[ 011 ] && CONWAYS[ _P_ ]            NOV_04  Nov 04, 2023

    AIM_580 : TILEWAY[ 010 ] && CONWAYS[ _O_ ]            NOV_03  Nov 03, 2023
    AIM_579 : TILEWAY[ 009 ] && CONWAYS[ _N_ ]            NOV_02  Nov 02, 2023
    AIM_578 : TILEWAY[ 008 ] && CONWAYS[ _M_ ]            NOV_01  Nov 01, 2023
    AIM_577 : TILEWAY[ 007 ] && CONWAYS[ _L_ ]            OCT_31  Oct 31, 2023
    AIM_576 : TILEWAY[ 006 ] && CONWAYS[ _K_ ]            OCT_30  Oct 30, 2023
    AIM_575 : TILEWAY[ 005 ] && CONWAYS[ _J_ ]            OCT_29  Oct 29, 2023
    AIM_574 : TILEWAY[ 004 ] && CONWAYS[ _I_ ]            OCT_28  Oct 28, 2023
    AIM_573 : TILEWAY[ 003 ] && CONWAYS[ _H_ ]            OCT_27  Oct 27, 2023
    AIM_572 : TILEWAY[ 002 ] && CONWAYS[ _G_ ]            OCT_26  Oct 26, 2023
    AIM_571 : TILEWAY[ 001 ] && CONWAYS[ _F_ ]            OCT_25  Oct 25, 2023
          
    AIM_570 : CONWAYS GOL #5  ( GOL : G.ame O.f L.ife )   OCT_24  Oct 24, 2023
    AIM_569 : CONWAYS GOL #4  ( GOL : G.ame O.f L.ife )   OCT_23  Oct 23, 2023
    AIM_568 : CONWAYS GOL #3  ( GOL : G.ame O.f L.ife )   OCT_22  Oct 22, 2023
    AIM_567 : CONWAYS GOL #2  ( GOL : G.ame O.f L.ife )   OCT_21  Oct 21, 2023
    AIM_566 : CONWAYS GOL #1  ( GOL : G.ame O.f L.ife )   OCT_20  Oct 20, 2023
    AIM_565 : Fractal Mirror Brush #3 ##################  OCT_19  Oct 19, 2023
    AIM_564 : Fractal Mirror Brush #2 ##################  OCT_18  Oct 18, 2023
    AIM_563 : Fractal Mirror Brush #1 ##################  OCT_17  Oct 17, 2023
    AIM_562 : FILE896 : #62 : FIOPUNK #16 : GENBLIT #06   OCT_16  Oct 16, 2023
    AIM_561 : FILE896 : #61 : FIOPUNK #15 : GENBLIT #05   OCT_15  Oct 15, 2023
    AIM_560 : FILE896 : #60 : FIOPUNK #14 : GENBLIT #04   OCT_14
    AIM_559 : FILE896 : #59 : FIOPUNK #13 : GENBLIT #03   OCT_13
    AIM_558 : FILE896 : #58 : FIOPUNK #12 : GENBLIT #02   OCT_12
    AIM_557 : FILE896 : #57 : FIOPUNK #11 : GENBLIT #01   OCT_11
    AIM_556 : FILE896 : #56 : FIOPUNK #10                 OCT_10
    AIM_555 : FILE896 : #55 : FIOPUNK #09                 OCT_09
    AIM_554 : FILE896 : #54 : Tests & Debug #04           OCT_08
    AIM_553 : FILE896 : #53 : Tests & Debug #03           OCT_07
    AIM_552 : FILE896 : #52 : Tests & Debug #02           OCT_06
    AIM_551 : FILE896 : #51 : Tests & Debug #01           OCT_05
    AIM_550 : FILE896 : #50 : Hit Test Mask Values        OCT_04
    AIM_549 : FILE896 : #49 : FIOPUNK #08                 OCT_03
    AIM_548 : FILE896 : #48 : FIOPUNK #07                 OCT_02
    AIM_547 : FILE896 : #47 : FIOPUNK #06                 OCT_01
    AIM_546 : FILE896 : #46 : FIOPUNK #05                 SEP_30
    AIM_545 : FILE896 : #45 : FIOPUNK #04                 SEP_29
    AIM_544 : FILE896 : #44 : FIOPUNK #03                 SEP_28
    AIM_543 : FILE896 : #43 : FIOPUNK #02                 SEP_27
    AIM_542 : FILE896 : #42 : FIOPUNK #01                 SEP_26
    AIM_541 : FILE896 : #41 : Thumbnail Renderer - P6     SEP_25
    AIM_540 : FILE896 : #40 : Thumbnail Renderer - P5     SEP_24
    AIM_539 : FILE896 : #39 : Thumbnail Renderer - P4     SEP_23
    AIM_538 : FILE896 : #38 : Thumbnail Renderer - P3     SEP_22
    AIM_537 : FILE896 : #37 : Thumbnail Renderer - P2     SEP_21
    AIM_536 : FILE896 : #36 : Material Display Names      SEP_20
    AIM_535 : FILE896 : #35 : Thumbnail Renderer - P1     SEP_19
    AIM_534 : FILE896 : #34 : HI9_T25_EITHER              SEP_18
    AIM_533 : FILE896 : #33 : HI9_PF8_EITHER - P2         SEP_17
    AIM_532 : FILE896 : #32 : HI9_PF8_EITHER - P1         SEP_16
    AIM_531 : FILE896 : #31 : Bug Fixes And Secret Data   SEP_15
    AIM_530 : FILE896 : #30 : SLOWCOP_DSK_GPU  .......... SEP_14
    AIM_529 : MMORPG Game Engine Fractal Brush : _F_ .... SEP_13
    AIM_528 : MMORPG Game Engine Fractal Brush : _E_ .... SEP_12
    AIM_527 : MMORPG Game Engine Fractal Brush : _D_ .... SEP_11
    AIM_526 : MMORPG Game Engine Fractal Brush : _C_ .... SEP_10
    AIM_525 : MMORPG Game Engine Fractal Brush : _B_ .... SEP_09
    AIM_524 : MMORPG Game Engine Fractal Brush : _A_ .... SEP_08
    AIM_523 : RENDER.COM Node.js Server #3           .... SEP_07
    AIM_522 : RENDER.COM Node.js Server #2           .... SEP_06
    AIM_521 : RENDER.COM Node.js Server #1           .... SEP_05
    AIM_520 : HASHICORP TERRAFORM - P10   ............... SEP_04
    AIM_519 : HASHICORP TERRAFORM - P9    ............... SEP_03
    AIM_518 : HASHICORP TERRAFORM - P8    ............... SEP_02
    AIM_517 : HASHICORP TERRAFORM - P7    ............... SEP_01
    AIM_516 : HASHICORP TERRAFORM - P6    ............... AUG_31
    AIM_515 : HASHICORP TERRAFORM - P5    ............... AUG_30
    AIM_514 : HASHICORP TERRAFORM - P4    ............... AUG_29
    AIM_513 : HASHICORP TERRAFORM - P3    ............... AUG_28
    AIM_512 : HASHICORP TERRAFORM - P2    ............... AUG_27
    AIM_511 : HASHICORP TERRAFORM - P1    ............... AUG_26
    AIM_510 : HASHICORP TERRAFORM - P0  ................. AUG_25
    AIM_509 : FRACABU & FRACERA : _H_   ................. AUG_24
    AIM_508 : FRACABU & FRACERA : _G_   ................. AUG_23
    AIM_507 : FRACABU & FRACERA : _F_   ................. AUG_22
    AIM_506 : FRACABU & FRACERA : _E_   ................. AUG_21
    AIM_505 : FRACABU & FRACERA : _D_   ................. AUG_20
    AIM_504 : FRACABU & FRACERA : _C_   ................. AUG_19
    AIM_503 : FRACABU & FRACERA : _B_   ................. AUG_18
    AIM_502 : FRACABU & FRACERA : _A_   ................. AUG_17
    AIM_501 : PLACE HOLDER              ................. AUG_16
    AIM_500 : NEXT PLAYLIST                               AUG_24
    AIM_499 : FILE896 : #29 : SLOWCOP_GPU_DSK             AUG_23
    AIM_498 : FILE896 : #28 : MASKDEL Funcs Done          AUG_22
    AIM_497 : FILE896 : #27 : MASKEEP Funcs Done          AUG_21
    AIM_496 : FILE896 : #26 : More Function Stubs         AUG_20
    AIM_495 : FILE896 : #25 : Fast Cop And Friends        AUG_19
    AIM_494 : FILE896 : #24 : Just Because LUT            AUG_18
    AIM_493 : FILE896 : #23 : Hands Off My Pixels         AUG_17
    AIM_492 : FILE896 : #22 : H27_DSK_GPU                 AUG_16
    AIM_491 : FILE896 : #21 : H27_GPU_DSK                 AUG_15
    AIM_490 : FILE896 : #20 : More H27 Table Tests        AUG_14
    AIM_489 : FILE896 : #19 : Abusive REL W/ Tables       AUG_13
    AIM_488 : FILE896 : #18 : HI9_L16_EITHER              AUG_12
    AIM_487 : FILE896 : #17 : HI9 TO (H3X||H3Y)           AUG_11
    AIM_486 : FILE896 : #16 : Intermission                AUG_10
    AIM_485 : FILE896 : #15 : H27 Unit Test               AUG_09
    AIM_484 : FILE896 : #14 : H27 Data Transfer Rules     AUG_08
    AIM_483 : FILE896 : #13 : More Tables , More Problems AUG_07
    AIM_482 : FILE896 : #12 : THUMBUF LUT                 AUG_06
    AIM_481 : FILE896 : #11 : Even More Luts              AUG_05
    AIM_480 : FILE896 : #10 : Final LUT Tests      ////// AUG_04
    AIM_479 : FILE896 : #09 : BIRD HOLE LAW        ////// AUG_03
    AIM_478 : FILE896 : #08 : MOVE LUT             ////// AUG_02
    AIM_477 : FILE896 : #07 : THE LER              ////// AUG_01
    AIM_476 : FILE896 : #06 : Chunky Tables        ////// JUL_31
    AIM_475 : FILE896 : #05 : Outer Load+Save      ////// JUL_30
    AIM_474 : FILE896 : #04 : SAVEME,LOADME,EITHER ////// JUL_29
    AIM_473 : FILE896 : #03 : KINDS                ////// JUL_28
    AIM_472 : FILE896 : #02 : LUT(S)               ////// JUL_27
    AIM_471 : FILE896 : #01 : STUB(S)              ////// JUL_26
    AIM_470 : Random Brush : RANGES           /////////// JUL_25
    AIM_469 : Random Brush : Toggle Key       /////////// JUL_24
    AIM_468 : Isolation Mirror Mode           /////////// JUL_23
    AIM_467 : Pixdump Part #4                 /////////// JUL_22
    AIM_466 : Pixdump Part #3                 /////////// JUL_21
    AIM_465 : Pixdump Part #2                 /////////// JUL_20
    AIM_464 : Pixdump Part #1                 /////////// JUL_19
    AIM_463 : Pre-Fab Plans 2022              /////////// JUL_18
    AIM_462 : MIRMAID (Mirror Maid) PART #42  /////////// JUL_17
    AIM_461 : MIRMAID (Mirror Maid) PART #41  /////////// JUL_16
    AIM_460 : MIRMAID (Mirror Maid) PART #40  /////////// JUL_15
    AIM_459 : MIRMAID (Mirror Maid) PART #39  /////////// JUL_14
    AIM_458 : MIRMAID (Mirror Maid) PART #38  /////////// JUL_13
    AIM_457 : MIRMAID (Mirror Maid) PART #37  /////////// JUL_12
    AIM_456 : MIRMAID (Mirror Maid) PART #36  /////////// JUL_11
    AIM_455 : MIRMAID (Mirror Maid) PART #35  /////////// JUL_10
    AIM_454 : MIRMAID (Mirror Maid) PART #34  /////////// JUL_09
    AIM_453 : MIRMAID (Mirror Maid) PART #33  /////////// JUL_08
    AIM_452 : MIRMAID (Mirror Maid) PART #32  /////////// JUL_07
    AIM_451 : MIRMAID (Mirror Maid) PART #31  /////////// JUL_06
    AIM_450 : MIRMAID (Mirror Maid) PART #30  /////////// JUL_05
    AIM_449 : MIRMAID (Mirror Maid) PART #29  /////////// JUL_04
    AIM_448 : MIRMAID (Mirror Maid) PART #28  /////////// JUL_03
    AIM_447 : MIRMAID (Mirror Maid) PART #27  /////////// JUL_02
    AIM_446 : MIRMAID (Mirror Maid) PART #26  /////////// JUL_01
    AIM_445 : MIRMAID (Mirror Maid) PART #25  /////////// JUN_30
    AIM_444 : MIRMAID (Mirror Maid) PART #24  /////////// JUN_29
    AIM_443 : MIRMAID (Mirror Maid) PART #23  /////////// JUN_28
    AIM_442 : MIRMAID (Mirror Maid) PART #22  /////////// JUN_27
    AIM_441 : MIRMAID (Mirror Maid) PART #21  /////////// JUN_26
    AIM_440 : MIRMAID (Mirror Maid) PART #20  /////////// JUN_25
    AIM_439 : MIRMAID (Mirror Maid) PART #19  /////////// JUN_24
    AIM_438 : MIRMAID (Mirror Maid) PART #18  /////////// JUN_23
    AIM_437 : MIRMAID (Mirror Maid) PART #17  /////////// JUN_22
    AIM_436 : MIRMAID (Mirror Maid) PART #16  /////////// JUN_21
    AIM_435 : MIRMAID (Mirror Maid) PART #15  /////////// JUN_20
    AIM_434 : MIRMAID (Mirror Maid) PART #14  /////////// JUN_19
    AIM_433 : MIRMAID (Mirror Maid) PART #13  /////////// JUN_18
    AIM_432 : MIRMAID (Mirror Maid) PART #12  /////////// JUN_17
    AIM_431 : MIRMAID (Mirror Maid) PART #11  /////////// JUN_16
    AIM_430 : MIRMAID (Mirror Maid) PART #10  /////////// JUN_15
    AIM_429 : MIRMAID (Mirror Maid) PART #09  /////////// JUN_14
    AIM_428 : MIRMAID (Mirror Maid) PART #08  /////////// JUN_13
    AIM_427 : MIRMAID (Mirror Maid) PART #07  /////////// JUN_12
    AIM_426 : MIRMAID (Mirror Maid) PART #06  /////////// JUN_11
    AIM_425 : MIRMAID (Mirror Maid) PART #05  /////////// JUN_10
    AIM_424 : MIRMAID (Mirror Maid) PART #04  /////////// JUN_09
    AIM_423 : MIRMAID (Mirror Maid) PART #03  /////////// JUN_08
    AIM_422 : MIRMAID (Mirror Maid) PART #02  /////////// JUN_07
    AIM_421 : MIRMAID (Mirror Maid) PART #01  /////////// JUN_06
    AIM_420 : Acid Dental Zoom Fix ////////////////////// JUN_05
    AIM_419 : Konami_Zero_Bug      ////////////////////// JUN_04
    AIM_418 : Zero Tile Eraser Fix ////////////////////// JUN_03
    AIM_417 : HARDTEX - P16        ////////////////////// JUN_02
    AIM_416 : HARDTEX - P15        ////////////////////// JUN_01
    AIM_415 : HARDTEX - P14        ////////////////////// MAY_31
    AIM_414 : HARDTEX - P13        ////////////////////// MAY_30
    AIM_413 : HARDTEX - P12        ////////////////////// MAY_29
    AIM_412 : HARDTEX - P11        ////////////////////// MAY_28
    AIM_411 : HARDTEX - P10        ////////////////////// MAY_27
    AIM_410 : HARDTEX - P9  ///////////////////////////// MAY_26
    AIM_409 : HARDTEX - P8  ///////////////////////////// MAY_25
    AIM_408 : HARDTEX - P7  ///////////////////////////// MAY_24
    AIM_407 : HARDTEX - P6  ///////////////////////////// MAY_23
    AIM_406 : HARDTEX - P5  ///////////////////////////// MAY_22
    AIM_405 : HARDTEX - P4  ///////////////////////////// MAY_21
    AIM_404 : HARDTEX - P3  ///////////////////////////// MAY_20
    AIM_403 : HARDTEX - P2  ///////////////////////////// MAY_19
    AIM_402 : HARDTEX - P1  ///////////////////////////// MAY_18
    AIM_401 : PLACE_HOLDER_PREVIEW  ///////////////////// MAY_17
    AIM_400 : NEXT PLAYLIST //////////////////////// MAY_16
    AIM_399 : FILEMOB #39   //////////////////////// MAY_15
    AIM_398 : FILEMOB #38   //////////////////////// MAY_14
    AIM_397 : FILEMOB #37   //////////////////////// MAY_13
    AIM_396 : FILEMOB #36   //////////////////////// MAY_12
    AIM_395 : FILEMOB #35   //////////////////////// MAY_11
    AIM_394 : FILEMOB #34   //////////////////////// MAY_10
    AIM_393 : FILEMOB #33   //////////////////////// MAY_09
    AIM_392 : FILEMOB #32   //////////////////////// MAY_08
    AIM_391 : FILEMOB #31   //////////////////////// MAY_07
    AIM_390 : FILEMOB #30  ///////////////////////// MAY_06
    AIM_389 : FILEMOB #29  ///////////////////////// MAY_05
    AIM_388 : FILEMOB #28  ///////////////////////// MAY_04
    AIM_387 : FILEMOB #27  ///////////////////////// MAY_03
    AIM_386 : FILEMOB #26  ///////////////////////// MAY_02
    AIM_385 : FILEMOB #25  ///////////////////////// MAY_01
    AIM_384 : FILEMOB #24  ///////////////////////// APR_30
    AIM_383 : FILEMOB #23  ///////////////////////// APR_29
    AIM_382 : FILEMOB #22  ///////////////////////// APR_28
    AIM_381 : FILEMOB #21  ///////////////////////// APR_27
    AIM_380 : FILEMOB #20  ///////////////////////// APR_26
    AIM_379 : FILEMOB #19  ///////////////////////// APR_25
    AIM_378 : FILEMOB #18  ///////////////////////// APR_24
    AIM_377 : FILEMOB #17  ///////////////////////// APR_23
    AIM_376 : FILEMOB #16  ///////////////////////// APR_22
    AIM_375 : FILEMOB #15  ///////////////////////// APR_21
    AIM_374 : FILEMOB #14                            APR_20
    AIM_373 : FILEMOB #13  :-----------------------: APR_19
    AIM_372 : FILEMOB #12                            APR_18
    AIM_371 : FILEMOB #11  :-----------------------: APR_17
    AIM_370 : FILEMOB #10                            APR_16
    AIM_369 : FILEMOB #9   :-----------------------: APR_15
    AIM_368 : FILEMOB #8                             APR_14
    AIM_367 : FILEMOB #7   :-----------------------: APR_13
    AIM_366 : FILEMOB #6                             APR_12
    AIM_365 : FILEMOB #5   :-----------------------: APR_11
    AIM_364 : FILEMOB #4                       ::::: APR_10
    AIM_363 : FILEMOB #3                       ::::: APR_09
    AIM_362 : FILEMOB #2                       ::::: APR_08
    AIM_361 : FILEMOB #1                       ::::: APR_07
    AIM_360 : HOWORLD #0                       ::::: APR_06
    AIM_359 : Heroku To Google App Engine #14  ::::: APR_05
    AIM_358 : Heroku To Google App Engine #13  ::::: APR_04
    AIM_357 : Heroku To Google App Engine #12  ::::: APR_03
    AIM_356 : Heroku To Google App Engine #11  ::::: APR_02
    AIM_355 : Heroku To Google App Engine #10  ::::: APR_01
    AIM_354 : Heroku To Google App Engine #9   ::::: MAR_31
    AIM_353 : Heroku To Google App Engine #8   ::::: MAR_30
    AIM_352 : Heroku To Google App Engine #7   ::::: MAR_29
    AIM_351 : Heroku To Google App Engine #6   ::::: MAR_28
    AIM_350 : Heroku To Google App Engine #5   ::::: MAR_27
    AIM_349 : Heroku To Google App Engine #4   ::::: MAR_26
    AIM_348 : Heroku To Google App Engine #3   ::::: MAR_25
    AIM_347 : Heroku To Google App Engine #2   ::::: MAR_24
    AIM_346 : Heroku To Google App Engine #1   ::::: MAR_23
    AIM_345 : SATS - P64                       ::::: MAR_22
    AIM_344 : SATS - P63    :----------------------: MAR_21
    AIM_343 : SATS - P62    :----------------------: MAR_20
    AIM_342 : SATS - P61    :----------------------: MAR_19
    AIM_341 : SATS - P60    :----------------------: MAR_18
    AIM_340 : SATS - P59    :----------------------: MAR_17
    AIM_339 : SATS - P58    :----------------------: MAR_16
    AIM_338 : SATS - P57    :----------------------: MAR_15
    AIM_337 : SATS - P56    :----------------------: MAR_14
    AIM_336 : SATS - P55    :----------------------: MAR_13
    AIM_335 : SATS - P54    :----------------------: MAR_12
    AIM_334 : SATS - P53    :::::::::::::::::::::::: MAR_11
    AIM_333 : SATS - P52    :::::::::::::::::::::::: MAR_10
    AIM_332 : SATS - P51    :::::::::::::::::::::::: MAR_09
    AIM_331 : SATS - P50    :::::::::::::::::::::::: MAR_08
    AIM_330 : SATS - P49    :::::::::::::::::::::::: MAR_07
    AIM_329 : SATS - P48    :::::::::::::::::::::::: MAR_06
    AIM_328 : SATS - P47    :::::::::::::::::::::::: MAR_05
    AIM_327 : SATS - P46    :::::::::::::::::::::::: MAR_04
    AIM_326 : SATS - P45    :::::::::::::::::::::::: MAR_03
    AIM_325 : SATS - P44    :::::::::::::::::::::::: MAR_02
    AIM_324 : SATS - P43    :::::::::::::::::::::::: MAR_01
    AIM_323 : SATS - P42    :::::::::::::::::::::::: FEB_28
    AIM_322 : SATS - P41    :::::::::::::::::::::::: FEB_27
    AIM_321 : SATS - P40    :::::::::::::::::::::::: FEB_26
    AIM_320 : SATS - P39    :::::::::::::::::::::::: FEB_25
    AIM_319 : SATS - P38    :::::::::::::::::::::::: FEB_24
    AIM_318 : SATS - P37    :::::::::::::::::::::::: FEB_23
    AIM_317 : SATS - P36    :::::::::::::::::::::::: FEB_22
    AIM_316 : SATS - P35    :::::::::::::::::::::::: FEB_21
    AIM_315 : SATS - P34    :::::::::::::::::::::::: FEB_20
    AIM_314 : SATS - P33    :::::::::::::::::::::::: FEB_19
    AIM_313 : SATS - P32    :::::::::::::::::::::::: FEB_18
    AIM_312 : SATS - P31    :::::::::::::::::::::::: FEB_17
    AIM_311 : SATS - P30    :::::::::::::::::::::::: FEB_16
    AIM_310 : SATS - P29    :::::::::::::::::::::::: FEB_15
    AIM_309 : SATS - P28    :::::::::::::::::::::::: FEB_14
    AIM_308 : SATS - P27    :::::::::::::::::::::::: FEB_13
    AIM_307 : SATS - P26    :::::::::::::::::::::::: FEB_12
    AIM_306 : SATS - P25    :::::::::::::::::::::::: FEB_11
    AIM_305 : SATS - P24     ::::::::::::::::::::::: FEB_10
    AIM_304 : SATS - P23                             FEB_09
    AIM_303 : SATS - P22     ::::::::::::::::::::::: FEB_08
    AIM_302 : SATS - P21                             FEB_07
    AIM_301 : SATS - P20     ::::::::::::::::::::::: FEB_06
    AIM_300 : NEXT_PLAYLIST         :::::::::::::::: FEB_05
    AIM_299 : SATS - P19            :::::::::::::::: FEB_04
    AIM_298 : SATS - P18            :::::::::::::::: FEB_03
    AIM_297 : SATS - P17            :::::::::::::::: FEB_02
    AIM_296 : SATS - P16            :::::::::::::::: FEB_01
    AIM_295 : SATS - P15            :::::::::::::::: JAN_31
    AIM_294 : SATS - P14            :::::::::::::::: JAN_30
    AIM_293 : SATS - PART 13        :::::::::::::::: JAN_29
    AIM_292 : S.A.T.S. - PART 12    :::::::::::::::: JAN_28
    AIM_291 : S. A. T. S. - PART 11 :::::::::::::::: JAN_27
    AIM_290 : S****** A. T. S. - PART 10             JAN_26  3PM
    AIM_289 : S****** A*** T. S. - PART 9            JAN_25  3PM
    AIM_288 : S****** A*** T*** S.     - PART 8      JAN_24  3PM
    AIM_287 : S****** A*** T*** S***** - PART 7      JAN_23  3PM
    AIM_286 : Simpler A*** T*** S***** - PART 6      JAN_22  3PM
    AIM_285 : Simpler Auto T*** S***** - PART 5      JAN_21  3PM
    AIM_284 : Simpler Auto Tile S***** - PART 4      JAN_20  3PM
    AIM_283 : Simpler Auto Tile Shader - PART 3      JAN_19  3PM
    AIM_282 : Simpler Auto Tile Shader - PART 2      JAN_18  3PM
    AIM_281 : Simpler Auto Tile Shader - PART 1      JAN_17  3PM
    AIM_280 : A.T.S. - P30 : Inner Drop Shadow       JAN_16  3PM
    AIM_279 : A.T.S. - P29 : Seizure Warning         JAN_15  3PM
    AIM_278 : A.T.S. - P28 : R.M.T. - P3             JAN_14  3PM
    AIM_277 : A.T.S. - P27 : R.M.T. - P2             JAN_13  3PM
    AIM_276 : A.T.S. - P26 : Ring Mapped Tiles       JAN_12  3PM
    AIM_275 : A.T.S. - P25 : Scary Refactor          JAN_11  3PM
    AIM_274 : A.T.S. - P24 : Remix Table BugFix      JAN_10  3PM
    AIM_273 : A.T.S. - P23 : D10 _NOT_ D20           JAN_09  3PM
    AIM_272 : A.T.S. - P22 : Select u_5x5's Bit      JAN_08  3PM
    AIM_271 : A.T.S. - P21 : D20 Lookup Table        JAN_07  3PM
    AIM_270 : A.T.S. - P20 : Grab 5x5 Graphic        JAN_06  3PM
    AIM_269 : A.T.S. - P19 : Fourset Remix Tables    JAN_05  3PM
    AIM_268 : A.T.S. - P18 : Tile Brush Controls     JAN_04  3PM
    AIM_267 : A.T.S. - P17 : Rendering Tile Colors   JAN_03  3PM
    AIM_266 : A.T.S. - P16 : Tile Color Tables       JAN_02  3PM
    AIM_265 : Auto Tiling Shader - P15               JAN_01  3PM
    AIM_264 : Auto Tiling Shader - P14               DEC_31  3PM
    AIM_263 : Auto Tiling Shader - P13               DEC_30  3PM
    AIM_262 : Auto Tiling Shader - P12               DEC_29  3PM
    AIM_261 : Auto Tiling Shader - P11               DEC_28  3PM
    AIM_260 : Auto Tiling Shader - P10               DEC_27  3PM
    AIM_259 : Auto Tiling Shader - P9                DEC_26  3PM
    AIM_258 : Auto Tiling Shader - P8                DEC_25  3PM
    AIM_257 : Auto Tiling Shader - P7                DEC_24  3PM
    AIM_256 : Auto Tiling Shader - P6                DEC_23  3PM
    AIM_255 : Auto Tiling Shader - P5                DEC_22  3PM
    AIM_254 : Auto Tiling Shader - P4                DEC_21  3PM
    AIM_253 : Auto Tiling Shader - P3                DEC_20  3PM
    AIM_252 : Auto Tiling Shader - P2                DEC_19  3PM
    AIM_251 : Auto Tiling Shader - P1                DEC_18  3PM
    AIM_250 : Meta-Coding GLSL Array                 DEC_17  3PM
    AIM_249 : ArtGirl Pre-Processing                 DEC_16  3PM
    AIM_248 : Am I The Idiot ? ( Yes )               DEC_15  3PM
    AIM_247 : Uint32 Data Corruption ? - P1          DEC_14  3PM
    AIM_246 : ArtDude UnitTest - P5                  DEC_13  3PM
    AIM_245 : ArtDude UnitTest - P4                  DEC_12  3PM
    AIM_244 : ArtDude UnitTest - P3                  DEC_11  3PM
    AIM_243 : ArtDude UnitTest - P2                  DEC_10  3PM
    AIM_242 : ArtDude UnitTest - P1                  DEC_09  3PM
    AIM_241 : ( UDESIGN,F16 )TO( BINFOUR )           DEC_08  3PM
    AIM_240 : ARTDUDE INI                            DEC_07  3PM
    AIM_239 : FOURSET Stub                           DEC_06  3PM
    AIM_238 : ARTDUDE Gets Assets                    DEC_05  3PM
    AIM_237 : Optimized Tile Setting - BUGHUNT       DEC_04  3PM
    AIM_236 : Optimized Tile Setting - P7            DEC_03  3PM
    AIM_235 : Optimized Tile Setting - P6            DEC_02  3PM
    AIM_234 : Optimized Tile Setting - P5            DEC_01  3PM
    AIM_233 : Optimized Tile Setting - P4            NOV_30  3PM
    AIM_232 : Optimized Tile Setting - P3            NOV_29  3PM
    AIM_231 : Quick Fix Alert                        NOV_28  3PM
    AIM_230 : REFACTOR : GPUDATA & GPUSYNC - P5      NOV_27  3PM
    AIM_229 : REFACTOR : GPUDATA & GPUSYNC - P4      NOV_26  3PM
    AIM_228 : REFACTOR : GPUDATA & GPUSYNC - P3      NOV_25  3PM
    AIM_227 : REFACTOR : GPUDATA & GPUSYNC - P2      NOV_24  3PM
    AIM_226 : REFACTOR : GPUDATA & GPUSYNC - P1      NOV_23  3PM
    AIM_225 : Optimized Tile Setting - P2            NOV_22  3PM
    AIM_224 : Optimized Tile Setting - P1            NOV_21  3PM
    AIM_223 : Tile Strokes                           NOV_20  3PM
    AIM_222 : Is Mouse Down ?                        NOV_19  3PM
    AIM_221 : Tutorial Startup Mode                  NOV_18  3PM
    AIM_220 : KeyEmma Funcs                          NOV_17  3PM
    AIM_219 : KeyEmma                                NOV_16  3PM
    AIM_218 : Startup Modes                          NOV_15  3PM
    AIM_217 : NEVERNO                                NOV_14  3PM
    AIM_216 : BinFont Glyph Stamp - P6               NOV_13  3PM
    AIM_215 : String To Ascii  ( F_STR_ASC )         NOV_12  3PM
    AIM_214 : Next Power Of 2  ( F_NEX_PO2 )         NOV_11  3PM
    AIM_213 : BinFont Glyph Stamp - P5               NOV_10  3PM
    AIM_212 : BinFont Glyph Stamp - P4               NOV_09  3PM
    AIM_211 : BinFont Glyph Stamp - P3               NOV_08  3PM
    AIM_210 : BinFont Glyph Stamp - P2               NOV_07  3PM
    AIM_209 : BinFont Glyph Stamp - P1               NOV_06  3PM
    AIM_208 : Binfont LUT                            NOV_05  3PM
    AIM_207 : Binfont Constants                      NOV_04  3PM
    AIM_206 : UPNG Cut+Paste                         NOV_03  3PM
    AIM_205 : Numpad Detect Util Func                NOV_02  3PM
    AIM_204 : Put Tile BugFix - P6                   NOV_01  3PM
    AIM_203 : Put Tile BugFix - P5                   OCT_31  3PM
    AIM_202 : Put Tile BugFix - P4                   OCT_30  3PM
    AIM_201 : PLAYLIST PREVIEW VIDEO                 OCT_29  3PM
    AIM_200 : SEE NEXT PLAYLIST VIDEO                OCT_28  3PM
    AIM_199 : Put Tile Bugfix - P3 :                 OCT_27  3PM
    AIM_198 : Put Tile Bugfix - P2 :                 OCT_26  3PM
    AIM_197 : Put Tile BugFix - P1                   OCT_25  3PM
    AIM_196 : Render Layer Colors - P3               OCT_24  3PM
    AIM_195 : Render Layer Colors - P2               OCT_23  3PM
    AIM_194 : Render Layer Colors - P1               OCT_22  3PM
    AIM_193 : Render Tile Inset  - P3                OCT_21  3PM
    AIM_192 : Render Tile Inset  - P2                OCT_20  3PM
    AIM_191 : Render Tile Inset  - P1                OCT_19  3PM
    AIM_190 : Void Room Render - P2                  OCT_18  3PM
    AIM_189 : Void Room Render - P1                  OCT_17  3PM
    AIM_188 : Konamic Window - P2                    OCT_16  3PM
    AIM_187 : Konamic Window - P1                    OCT_15  3PM
    AIM_186 : Konami C - P4                          OCT_14  3PM
    AIM_185 : Pix2048 B4 ArtGirl                     OCT_13  3PM
    AIM_184 : PIX2048 Ticker                         OCT_12  3PM
    AIM_183 : PIX2048 MemSet                         OCT_11  3PM
    AIM_182 : Konami C - P3                          OCT_10  3PM
    AIM_181 : Konami C - P2                          OCT_09  3PM
    AIM_180 : Konami C - P1                          OCT_08  3PM
    AIM_179 : Render Tiles - P5                      OCT_07  3PM
    AIM_178 : Render Tiles - P4                      OCT_06  3PM
    AIM_177 : Render Tiles - P3                      OCT_05  3PM
    AIM_176 : Render Tiles - P2                      OCT_04  3PM
    AIM_175 : Render Tiles - P1                      OCT_03  3PM
    AIM_174 : Initial Texture Upload                 OCT_02  3PM
    AIM_173 : Texture Sampler Uniform                OCT_01  3PM
    AIM_172 : Tile MetaData                          SEP_30  3PM
    AIM_171 : Bug Fix : DPC Calcs                    SEP_29  3PM
    AIM_170 : Put Tile Click                         SEP_28  3PM
    AIM_169 : Cursor Tweeks                          SEP_27  3PM
    AIM_168 : TileBoi - P8                           SEP_26  3PM 
    AIM_167 : TileBoi - P7                           SEP_25  3PM 
    AIM_166 : TileBoi - P6                           SEP_24  3PM 
    AIM_165 : TileBoi - P5                           SEP_23  3PM 
    AIM_164 : TileBoi - P4                           SEP_22  3PM 
    AIM_163 : TileBoi - P3                           SEP_21  3PM 
    AIM_162 : TileBoi - P2                           SEP_20  3PM 
    AIM_161 : TileBoi - P1                           SEP_19  3PM 
    AIM_160 : Master Memory Layout                   SEP_18  3PM      
    AIM_159 : Tile Data Layout                       SEP_17  3PM                   
    AIM_158 : PIX2048 Explained                      SEP_16 L_15
    AIM_157 : REFACTOR : Mouse And Tile Vars         SEP_16 L_14
    AIM_156 : TileBoi + Pix2048 + Pix0512            SEP_16 L_13
    AIM_155 : Active Tile - P6                       SEP_15 L_12
    AIM_154 : Active Tile - P5                       SEP_15 L_11
    AIM_153 : Active Tile - P4                       SEP_15 L_10
    AIM_152 : Active Tile - P3                       SEP_14 L_09
    AIM_151 : Active Tile - P2                       SEP_14 L_08
    AIM_150 : Active Tile - P1                       SEP_14 L_07
    AIM_149 : Mouse - P9                             SEP_13 L_06
    AIM_148 : Mouse - P8                             SEP_13 L_05
    AIM_147 : Mouse - P7  <-- Shader Code Here       SEP_13 L_04
    AIM_146 : Mouse - P6                             SEP_12 L_03
    AIM_145 : Mouse - P5                             SEP_12 L_02
    AIM_144 : Mouse - P4                             SEP_12 L_01
    AIM_143 : Mouse - P3                             SEP_11 L_21
    AIM_142 : Mouse - P2                             SEP_11 L_20
    AIM_141 : Mouse - P1                             SEP_11 L_19
    AIM_140 : Retro Active Commentary - P2           SEP_10 L_18
    AIM_139 : Retro Active Commentary - P1           SEP_10 L_17
    AIM_138 : Remove Scrollbars                      SEP_10 L_16
    AIM_137 : Zoom Extents - P3                      SEP_09 L_15
    AIM_136 : Zoom Extents - P2                      SEP_09 L_14
    AIM_135 : Zoom Extents - P1                      SEP_09 L_13
    AIM_134 : Camera Bugs  - P2                      SEP_08 L_12
    AIM_133 : Camera Bugs  - P1                      SEP_08 L_11
    AIM_132 : SexyCam - P8                           SEP_08 L_10
    AIM_131 : SexyCam - P7                           SEP_07 L_09
    AIM_130 : SexyCam - P6                           SEP_07 L_08
    AIM_129 : SexyCam - P5                           SEP_07 L_07    
    AIM_128 : SexyCam - P4                           SEP_06 L_06
    AIM_127 : SexyCam - P3                           SEP_06 L_05
    AIM_126 : SexyCam - P2                           SEP_06 L_04
    AIM_125 : SexyCam - P1                           SEP_05 L_03
    AIM_124 : Cam OOB Feedback - P4                  SEP_05 L_02
    AIM_123 : Cam OOB Feedback - P3                  SEP_05 L_01
    AIM_122 : Cam OOB Feedback - P2                  SEP_04 L_21
    AIM_121 : Cam OOB Feedback - P1                  SEP_04 L_20
    AIM_120 : Camera Bugs - P3                       SEP_04 L_19
    AIM_119 : Camera Bugs - P2                       SEP_03 L_18
    AIM_118 : Camera Bugs - P1                       SEP_03 L_17
    AIM_117 : High Level Zoom                        SEP_03 L_16
    AIM_116 : LOW LEVEL PANNING                      sep_02 L_15
    AIM_115 : CAMERAH - P8 <-- Keyboard Wireup       sep_02 L_14
    AIM_114 : CAMERAH - P7 <-- Arrow Key Detection   sep_02 L_13
    AIM_113 : CAMERAH - P6                           SEP_01 L_12
    AIM_112 : CAMERAH - P5                           SEP_01 L_11
    AIM_111 : CAMERAH - P4                           SEP_01 L_10
    AIM_110 : CAMERAH - P3                           aug_31 L_09
    AIM_109 : CAMERAH - P2                           aug_31 L_08
    AIM_108 : CAMERAH - P1                           aug_31 L_07
    AIM_107 : Gaze Into The Void - Part - 008        AUG_30 L_06
    AIM_106 : Gaze Into The Void - Part - 007        AUG_30 L_05
    AIM_105 : Gaze Into The Void - Part - 006        AUG_30 L_04
    AIM_104 : Gaze Into The Void - Part - 005        aug_29 L_03
    AIM_103 : Gaze Into The Void - Part - 004        aug_29 L_02
    AIM_102 : Gaze Into The Void - Part - 003        aug_29 L_01
    AIM_101 : Summary Placeholder                    AUG_28 L_21
    AIM_100 : NEXT PLAYLIST                          AUG_28 L_20
    AIM_099 : Gaze Into The Void - Part - 002        AUG_28 L_19
    AIM_098 : Gaze Into The Void  - Part - 001 
    AIM_097 : Camera Mapping Math - Part - 004 
    AIM_096 : Camera Mapping Math - Part - 003
    AIM_095 : Camera Mapping Math - Part - 002
    AIM_094 : Camera Mapping Math - Part - 001
    AIM_093 : Camera Uniforms - Part - 005
    AIM_092 : Camera Uniforms - Part - 004
    AIM_091 : Camera Uniforms - Part - 003
    AIM_090 : Camera Uniforms - Part - 002
    AIM_089 : Camera Uniforms - Part - 001
    AIM_088 : Camera Rectangles
    AIM_087 : Empty Space     Dimensions
    AIM_086 : Flashing Gradient Shader
    AIM_085 : Setting up[ d_tik ]
    AIM_084 : Hype Train Hotel13
    AIM_083 : https://youtu.be/7rf561d3pec      2022_08_17 : 9AM
    AIM_082 : https://youtu.be/XZI5L3hu31c      2022_08_17 : 8AM
    AIM_081 : https://youtu.be/pt2HCw9Xdzg      2022_08_17 : 7AM
    AIM_080 : https://youtu.be/mNosyUSyp4Y      2022_08_17 : 6AM
    AIM_079 : https://youtu.be/I8XMQLK20Ig      2022_08_17 : 5AM
    AIM_078 : https://youtu.be/D249cu6TSYU      2022_08_17 : 4AM
    AIM_077 : https://youtu.be/R1JuiF-0OYI      2022_08_17 : 3AM
    AIM_076 : https://youtu.be/XuIpRp3oI2Q      2022_08_17 : 2AM
    AIM_075 : https://youtu.be/aOoLze5laQ4      2022_08_17 : 1AM
    AIM_074 : https://youtu.be/YfzCl_VdPF4      2022_08_17 :12AM
    AIM_073 : https://youtu.be/hOV-SLDZFSE      2022_08_16 :11PM
    AIM_072 : https://youtu.be/2DdIkBcq5_g      2022_08_16 :10PM
    AIM_071 : https://youtu.be/3Q4Nqnb4ncs      2022_08_16 : 9PM
    AIM_070 : https://youtu.be/iXBLmE57AoQ      2022_08_16 : 8PM
    AIM_069 : https://youtu.be/oDSAgLoF-iw      2022_08_16 : 7PM
    AIM_068 : https://youtu.be/-3SJWqKq4Aw      2022_08_16 : 6PM
    AIM_067 : https://youtu.be/_IkHl2BYGGg      2022_08_16 : 5PM
    AIM_066 : https://youtu.be/AYP0tt7y08k      2022_08_16 : 4PM
    AIM_065 : https://youtu.be/AuQUf-nMMJw      2022_08_16 : 3PM
    AIM_064 : https://youtu.be/qeOMqjL50rY      2022_08_16 : 2PM
    AIM_063 : https://youtu.be/ez5Oytxf-RM      2022_08_16 : 1PM
    AIM_062 : https://youtu.be/62mmcLvKNDc      2022_08_16 :12PM
    AIM_061 : https://youtu.be/711LEOLKbXs      2022_08_16 :11AM
    AIM_060 : https://youtu.be/kw91K2QvSkA      2022_08_16 :10AM
    AIM_059 : https://youtu.be/ltO_xkzH2mc      2022_08_16 : 9AM
    AIM_058 : https://youtu.be/0oIt_4_XJd4      2022_08_16 : 8AM
    AIM_057 : https://youtu.be/-xX8D-O4cCQ      2022_08_16 : 7AM
    AIM_056 : https://youtu.be/pln6iBLmQ8g      2022_08_16 : 6AM
    AIM_055 : https://youtu.be/opedUKFY9kc      2022_08_16 : 5AM
    AIM_054 : https://youtu.be/6oS5hqlTn1E      2022_08_16 : 4AM
    AIM_053 : https://youtu.be/gASVvsLSLwI      2022_08_16 : 3AM
    AIM_052 : https://youtu.be/h5STTrppabM      2022_08_16 : 2AM
    AIM_051 : https://youtu.be/h3iyVS7C3Vk      2022_08_16 : 1AM
    AIM_050 : https://youtu.be/7ULu40zItdg      2022_08_16 :12AM
    AIM_049 : https://youtu.be/3uyKsdtx6YU      2022_08_15 :11PM
    AIM_048 : https://youtu.be/Z_IGcbBf3g0      2022_08_15 :10PM
    AIM_047 : https://youtu.be/0Txp52l8OcA      2022_08_15 : 9PM
    AIM_046 : https://youtu.be/CLiTNG22B6o      2022_08_15 : 8PM
    AIM_045 : https://youtu.be/mi-pwJeJ_0Q      2022_08_15 : 7PM
    AIM_044 : https://youtu.be/JTZ0WIyKI2k      2022_08_15 : 6PM
    AIM_043 : https://youtu.be/5iz4xa09B7g      2022_08_15 : 5PM
    AIM_042 : https://youtu.be/6S-CDG0mEUo      2022_08_15 : 4PM
    AIM_041 : https://youtu.be/itlpk684WlA      2022_08_15 : 3PM
    AIM_040 : https://youtu.be/gEi_320ZV9M      2022_08_15 : 2PM
    AIM_039 : https://youtu.be/w3n-c0HiF_0      2022_08_15 : 1PM
    AIM_038 : https://youtu.be/AXAmsaZ9uFE  2022_08_14 : 0600 PM
    AIM_037 : https://youtu.be/6XmI-_st0IU  2022_08_14 : 0500 PM
    AIM_036 : https://youtu.be/RuHfVGehbZ4  2022_08_14 : 0400 PM
    AIM_035 : https://youtu.be/X7F6AVT74B4  2022_08_14 : 0300 PM
    AIM_034 : https://youtu.be/PFP5VnL24iQ  2022_08_14 : 0200 PM
    AIM_033 : https://youtu.be/lIdCSEyysYY  2022_08_14 : 0100 PM
    AIM_032 : https://www.youtube.com/watch?v=nRMMO13umjM
    AIM_031 : https://www.youtube.com/watch?v=W01Kn1YHgR4
    AIM_030 : https://www.youtube.com/watch?v=HoQpdTyg4lc
    AIM_029 : https://www.youtube.com/watch?v=-pg_aGkV2dk

    AIM_028 : https://www.youtube.com/watch?v=n8uKGXQCS8Q
    AIM_027 : https://www.youtube.com/watch?v=nJNASF1qgao
    AIM_026 : https://www.youtube.com/watch?v=LXRYtztee30
    AIM_025 : https://www.youtube.com/watch?v=8BqBd5yM8yk
    AIM_024 : https://www.youtube.com/watch?v=zGpL-sRkZms
    AIM_023 : https://www.youtube.com/watch?v=XDYpgzdshy0
    AIM_022 : https://www.youtube.com/watch?v=nuTR91HXC4Y
    AIM_021 : https://www.youtube.com/watch?v=wZPoJ74IiSc
    AIM_020 : https://www.youtube.com/watch?v=NAYAGqt-L3g
    AIM_019 : https://www.youtube.com/watch?v=8MjyPexjhCw
    AIM_018 : https://www.youtube.com/watch?v=S53Sq3AkQSc
    AIM_017 : https://www.youtube.com/watch?v=4ZYcrHMPl7s
    AIM_016 : https://www.youtube.com/watch?v=Am2Ive77w6s
    AIM_015 : https://www.youtube.com/watch?v=2XOQSV4k6h0
    AIM_014 : https://www.youtube.com/watch?v=32nCWzAHCtw
    AIM_013 : https://www.youtube.com/watch?v=MUFZPoysKSw
    AIM_012 : https://www.youtube.com/watch?v=qtwgID5EzQM
    AIM_011 : https://www.youtube.com/watch?v=_UdyaGV0o9k
    AIM_010 : https://www.youtube.com/watch?v=KTUdz_fYmKw
    AIM_009 : https://www.youtube.com/watch?v=P1lwqH7SfNw
    AIM_008 : https://www.youtube.com/watch?v=VT4HPe2fLt4
    AIM_007 : https://www.youtube.com/watch?v=Yc2ZUcjBc_o
    AIM_006 : https://www.youtube.com/watch?v=M8b6kfZALaE
    AIM_005 : https://www.youtube.com/watch?v=GUb6kkmqqxM
    AIM_004 : https://www.youtube.com/watch?v=3admjYLiOKc
    AIM_003 : https://www.youtube.com/watch?v=1zVe_DlRhGs
    AIM_002 : https://www.youtube.com/watch?v=hwsRcixwCRI
    AIM_001 : https://www.youtube.com/watch?v=LtjncLE8eCA


//:=====================================:_MASTER_VIDEO_INDEX_://
//:_TRIPLE_PLAYLIST_:========================================://

    All of these videos are filmed 3 times in a row.

    ADVANCED_PLAYLISTS :

        www.tinyurl.com/KANJI-001
        www.tinyurl.com/KANJI-002
        www.tinyurl.com/KANJI-003
        www.tinyurl.com/KANJI-004
        www.tinyurl.com/KANJI-005
        www.tinyurl.com/KANJI-006
        www.tinyurl.com/KANJI-007
        www.tinyurl.com/KANJI-008
        www.tinyurl.com/KANJI-009
        www.tinyurl.com/KANJI-010

    INTERMEDIARY_PLAYLISTS :

        www.tinyurl.com/NINJA-001
        www.tinyurl.com/NINJA-002
        www.tinyurl.com/NINJA-003
        www.tinyurl.com/NINJA-004
        www.tinyurl.com/NINJA-005
        www.tinyurl.com/NINJA-006
        www.tinyurl.com/NINJA-007
        www.tinyurl.com/NINJA-008
        www.tinyurl.com/NINJA-009
        www.tinyurl.com/NINJA-010

    TECH_DEMO_ONLY_PLAYLISTS :

        www.tinyurl.com/WEEBU-001
        www.tinyurl.com/WEEBU-002
        www.tinyurl.com/WEEBU-003
        www.tinyurl.com/WEEBU-004
        www.tinyurl.com/WEEBU-005
        www.tinyurl.com/WEEBU-006
        www.tinyurl.com/WEEBU-007
        www.tinyurl.com/WEEBU-008
        www.tinyurl.com/WEEBU-009
        www.tinyurl.com/WEEBU-010

//:========================================:_TRIPLE_PLAYLIST_://
//:_HOW_MANY_MONTHS_:========================================://

    JAN : 31
    FEB : 28
    MAR : 31
    APR : 30
    MAY : 31
    JUN : 30
    JUL : 31
    AUG : 31
    SEP : 30
    OCT : 31
    NOV : 30
    DEC : 31

//:========================================:_HOW_MANY_MONTHS_://

Unique Documentation Approach

AIM Game Engine offers a one-of-a-kind documentation approach that sets it apart from other game engines. The engine is meticulously documented using a combination of code deltas, video numbering, and multiple YouTube channels, providing comprehensive insights into its development process. Here's how it works:

Code Deltas and Video Numbering

Every line of code added or altered during a given code delta is marked with a unique code delta number in the comments. The code deltas are designed to be small and can be reviewed in under 2 minutes and 33 seconds. This ensures that each code delta remains focused and digestible.

The code delta markers for videos 1 through 999 follow the format of [001] to [999]. For videos in the 1,000s, the code delta markers are in the format of [1_000] to [9_999]. This numbering system allows for easy referencing and tracking of specific code changes.

Three YouTube Playlists

To complement the code deltas, three separate YouTube playlists are created on three different channels to provide different perspectives and content coverage. Here's an overview of the playlists:

  1. WeebCoder Playlist on WeebCoder Channel: The WeebCoder playlist showcases what the engine currently looks like and provides insights into game design and development. These videos are unscripted and offer a raw glimpse into the engine's progress. While the visuals might not change significantly from video to video due to the small code deltas, there are hidden gems and entertaining moments worth exploring. Feel free to watch a few random videos from this playlist.

  2. NinjaCoder Playlist on KanjiCoder_NinjaCoder Channel: The NinjaCoder playlist offers in-depth code reviews of the latest code deltas. Each video is limited to a maximum of 15 minutes to ensure concise and articulate explanations. This playlist is ideal for beginner programmers or those looking for detailed insights into the engine's development process.

  3. KanjiCoder Playlist on KanjiCoder Channel: The KanjiCoder playlist provides short documentation videos, often referred to as "code review speed runs." These videos offer quick overviews of the code deltas with a focus on concision. They are aimed at novice to expert programmers and can be quite confusing if not watched in order since I invent a lot of my own terminology. The unique problem domain of this engine necessitates the creation of specific terminology. The KanjiCoder channel also releases "YouTube Shorts" whenever visually interesting code deltas are discovered. These shorts have dual serial numbers, one being the official master code delta (e.g., "AIM_###") and the other indicating the video format (e.g., "VER_###" for vertical or "HOR_###" for horizontal). The goal is to create a library of short videos under 5 seconds, which can be later compiled into a "Normal Speed Engine Development Time Lapse" to showcase the engine's evolution.

Twitch Tech Demos

Additionally, periodic 1-hour tech demos are conducted on Twitch, where you have the opportunity to ask any questions you may have. These interactive sessions provide a deeper understanding of AIM Game Engine and allow you to engage directly with the developer.

Stay tuned for updates on the Twitch schedule and join the live sessions to delve deeper into the engine's capabilities.

Explore the Unique Documentation

To explore the unique documentation of AIM Game Engine, visit the following YouTube channels and playlists:

Feel free to immerse yourself in the code deltas, code reviews, and short documentation videos, and gain a deeper understanding of AIM Game Engine's development process.

Happy exploring and happy coding!

About

Atomic_Ivy_MMO(AIM) : SSN #1,774 : YT : @KANJICODER

License:Other


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