Akshay 🎾🐊 🏏🏴 ری ٹویٹ کیا
Akshay 🎾🐊 🏏🏴
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Akshay 🎾🐊 🏏🏴 ری ٹویٹ کیا
Akshay 🎾🐊 🏏🏴 ری ٹویٹ کیا
Akshay 🎾🐊 🏏🏴 ری ٹویٹ کیا
Akshay 🎾🐊 🏏🏴 ری ٹویٹ کیا

Reasons for Novak Djokovic to be optimistic about Wimbledon:
- He won't have to run nearly as much on grass
- He can rely mostly on his serve, return, and forehand
- Most points end quickly
- He's reached the final in 6 of the last 7 years at Wimbledon
- Alcaraz won't play
- There aren't many strong grass-court specialists
- His mindset: he'll be even more determined and motivated after Roland Garros
I still bel25ve.

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Akshay 🎾🐊 🏏🏴 ری ٹویٹ کیا
Akshay 🎾🐊 🏏🏴 ری ٹویٹ کیا

1 minute 38 seconds of
- Generational Aura Farming
- Royal Background Score
- Peak Moment
#Dhurandhar2TheRevenge
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Akshay 🎾🐊 🏏🏴 ری ٹویٹ کیا

“Whoever plays me at Grand Slams will not beat me easily. That’s something I will always be proud of. That warrior spirit and fight, that wolf mentality I carry, is always present. Even if I were playing on one leg, I would never just give in to anyone. If someone beats me like that, I’ll say ‘all respect, he deserved it’ — but I definitely won’t hand it to him.” - Novak Djoković 🐺🧡

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Akshay 🎾🐊 🏏🏴 ری ٹویٹ کیا

Sony was so suspicious of this game they sent someone to the studio to check the footage wasn't faked. A tiny team had built a PlayStation game too big to fit inside the console, then taught the machine to read it off a spinning disc, piece by piece, as you played.
The PlayStation came with two megabytes of memory. After the basics took their cut, only about one and a quarter megabytes were free for the level you were playing. One photo on your phone is bigger than that. Crash levels held far more than that, so they could never sit in memory all at once.
The fix came from one of the studio's programmers, Andy Gavin. He built a system that grabbed the level off the disc in tiny chunks as Crash ran, always pulling in the next stretch of the world a beat before you reached it. Then he went further and arranged the data on the disc by hand, so each piece sat right where the laser would land at the moment the game needed it. Lean in close and you could hear the disc drive whirring and clicking without a break, feeding the game as you moved.
That nonstop reading is what worried Sony. Every move Crash made meant the drive had to fetch new data, and a disc drive can only be read so many times before it wears out. A Sony exec asked how many reads finishing the game would take. It was more than the drive was built to survive. He went quiet, told the team to keep that to themselves, and helped get the game approved anyway.
Even with all that, the game barely fit, right up to the final days before the deadline. The team kept rewriting the same lines of code in slightly different ways, shaving off a few bytes here, a few there, until the first game fit with about four bytes left over. Four bytes is not even enough to spell the word Crash.
Warped, the 1998 game on screen, was the third and most ambitious version of all this. A jet ski level, a biplane, a motorcycle, a tiger ride along the Great Wall of China, all running on the same little machine that could barely hold one ordinary level. It sold around 7 million copies. The three original games together passed 21 million and turned Crash into one of the best-selling Western game series ever in Japan, a market Western games almost never cracked.
A studio that had to trick a console into running its game built one of the best-selling series the original PlayStation ever had.
Memory Card@MemoryCardFiles
Crash Bandicoot: Warped | PlayStation - 1998
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