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void warp data.txt

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  1. todo:
  2.  
  3. Escape optimal position without going to the corner
  4. Gohma sidehop strats, time loss vs difficulty
  5.  
  6.  
  7. ESCAPE DATA:
  8.  
  9. angle: 13500
  10. quick y: 2241.3
  11. quick x: -1030.4
  12. slow y: 2240.5
  13. slow x: -1032.4
  14.  
  15. fail 14050
  16. fail 14025
  17. fail 14014
  18. fails AROUND 14000
  19. slow 14000
  20. slow 13700
  21. both 13652
  22. both 13613
  23. both 13607
  24. both 13600
  25. both 13500
  26. quick 13400
  27. quick 13344
  28. fails about here 13343
  29. fail 13338
  30. fail 13300
  31.  
  32. midpoint perfect angle for escape is 13671
  33. therefore you want 52439 (because add 26768 = midpoint)
  34. inverted is 19668 (the angle you need going down the transition zone in lost woods
  35.  
  36.  
  37. STICK ESCAPE:
  38. -------------
  39. strat:
  40. get in corner
  41. backwalk for x frames
  42. backflip
  43. sidehop
  44. neutral JS
  45.  
  46. 14300 break no clip
  47. 14250 sometimes clip
  48. 14200 works
  49. 14100 works
  50. 14000 works
  51. 13950 works
  52. 13900 sometimes clip
  53. 13850 fail
  54. 13800 fails (water)
  55. 13671 fails (land, no break)
  56.  
  57. midpoint perfect angle for stick escape is 14075
  58. therefore you want 52843 (because add 26768 = midpoint)
  59. inverted is 20069 (angle you want)
  60.  
  61. 19900
  62. -----
  63. 19350
  64.  
  65.  
  66. 20171 -> 52931 ->
  67.  
  68. 19771 black bars completely gone
  69. 19370
  70.  
  71.  
  72.  
  73.  
  74. 79207
  75. 0 -> 26768
  76.  
  77. GOOD COORDS:
  78. Y 2240
  79. X -1028
  80.  
  81.  
  82. 2240
  83.  
  84. X -1028.2 -1030.7
  85. Y 2245 -
  86.  
  87. closest Y = 2245
  88.  
  89.  
  90.  
  91. Y 1540 1789.4
  92. X -870 -803.792
  93. for every 249.4 Y, 66.208 X
  94.  
  95. for every 1 unit of X, you move 3.76 units of Y
  96. X -1028.2 -1030.7
  97.  
  98. ACTUAL LIMITS OF Y
  99. Y 2245 2238.75
  100. X 1027.5 1030.71
  101.  
  102. testing X range for Y 2239
  103.  
  104.  
  105. testing X range for Y 2245
  106.  
  107. =====================================================
  108.  
  109. Zora's River:
  110. -------------
  111.  
  112. swimming physics:
  113. hold up
  114. 0
  115. 3
  116. 4.4
  117. 4.26
  118. 4.12
  119. 3.99
  120. 3.86
  121. 3.73
  122. 3.61
  123. 4.4
  124. 4.4
  125. 4.4
  126. 4.26
  127. 4.12
  128. 3.99
  129. 3.86
  130. 3.73
  131. 3.61
  132. 3.49
  133. 4.4
  134.  
  135.  
  136. mashing b makes it go to 4.4 after 3.99
  137.  
  138. =============================================================
  139.  
  140. Hyrule Field Wess Data
  141. -----------------------
  142. "Easy" setup angle is 5366
  143.  
  144. 5200 fail
  145. 5250 fail
  146. 5275 fail
  147. 5286 fail
  148. 5294 fail
  149. 5295 extremely difficult or fail
  150. 5296 works
  151. 5299 works
  152. 5300 works
  153. 5400 works
  154. 5500 works
  155. 5600 works
  156. 5700 works
  157. 5800 works
  158. 5900 extremely difficult or fail
  159. 5950 fail?
  160. 6000 fail?
  161. 6200 can work with perfect position
  162.  
  163.  
  164. aim for 5350 I think...
  165.  
  166.  
  167. Jumpslash speed data:
  168.  
  169. no control stick input
  170. 0
  171. 5
  172. 4.9
  173. 4.8
  174. 4.7
  175. 4.6
  176. 4.5
  177. 4.4
  178. 4.3
  179. 0
  180. 0
  181.  
  182. forward control stick input
  183. 5
  184. 5.05
  185. 5.1
  186. 5.15
  187. 5.2
  188. 5.25
  189. 5.3
  190. 5.35
  191. 0
  192. 0
  193.  
  194. midair jumpslash (neutral)
  195. 8.5
  196. 3
  197. 2.9
  198. 2.8
  199. 2.7
  200. 2.6
  201. 2.5
  202. 2.4
  203. 2.3
  204. 2.2
  205. 2.1
  206. 2.0
  207. 1.9
  208. 1.8
  209. 0
  210.  
  211. midair jumpslash (forward)
  212. 8.5
  213. 3
  214. 3.05
  215. 3.1
  216. 3.15
  217. 3.2
  218. 3.25
  219. 3.3
  220. 3.35
  221. 3.4
  222. 3.45
  223. 3.5
  224. 3.55
  225. 3.6
  226. 3.477 <-- degrading
  227. 3.477
  228.  
  229. ===============================================
  230.  
  231. Mido strats: (no mido skip)
  232.  
  233. target him
  234.  
  235. 4x roll forward, turn, 3xroll, forward stab
  236. roll, target, sidehop js
  237. hold 8 o clock on controller to get ideal angle for full backwalk.
  238.  
  239. look into route to shop more :\. skater does it hella fast in 1900
  240.  
  241. -----------------
  242.  
  243. MIDO SKIP DATA:
  244.  
  245. Angle after properly clipping is
  246. 46434 - good for the 2frame strat
  247.  
  248. 5 angles before it work:
  249.  
  250. 45774 - links first landing frame
  251. 45943 - second landing frame
  252. 46070 - 3rd landing frame
  253. 46199 - 4rd frame
  254. 46292 - 5th frame
  255. 46362 - 6th frame
  256. 46418 - hand lowers frame1
  257. 46421 - hand lowers frame2
  258. 46427 - hand lowers frame3
  259. 46431 - hand lowers frame4
  260. 46434 - hand lowers frame5 - max waiting time
  261.  
  262.  
  263. MIDO SKIP FURTHER EXAMINATION
  264. -----------------------------
  265. recoil, then angle reaches 46434
  266. frame 1 of 46434 - c-right too early
  267. frame 2 of 46434 - c-right frame 1 (seems like 4 frames minimum between stick pull input and stick js input)
  268. frame 3 "" "" "" - 1
  269. *frame 4 - 2
  270. *frame 5 - 3
  271. *frame 6 - 4 - first possible JS frame - Z position is -110.5146 in water
  272. frame 7 - 2nd js frame - Z position -132.0066 in water
  273. frame 8 - 3rd js frame - Z position -173.4906 in water
  274. frame 9 - 4th js frame - Z position -203.3826 in water <-- normal frame
  275. frame 10 - 5th js frame - Z position is -236.5746 in water <-- backup frame
  276. frame 11 too late
  277.  
  278. * = left input should be happening in this window
  279.  
  280. Bloob data on mido skip:
  281. It turns out that cutting it close with the waiting period before the sidehop-jumpslash is a bad idea.
  282. This should clear up the rest of the confusion regarding what "should have worked".
  283. Hopefully my frame data makes sense...
  284.  
  285. (format)
  286. angle that you have after clipping:
  287. number of frames before jumpslashing that you switched to left (number of frames you have to release Z)
  288.  
  289. 367:
  290. 6 (0)
  291. 5 (0)
  292. 4 (0)
  293. any later (2)
  294.  
  295. 420, 421, & 427:
  296. 6 (0)
  297. 5 (0)
  298. 4 (2)
  299. 3 (2)
  300. any later (1)
  301.  
  302. angle 431:
  303. 6 (1)
  304. 5 (1)
  305. 4 (2)
  306. any later (1)
  307.  
  308. So sidehopping 5 frames early and having an angle of 367 makes switching to left a non-issue.
  309. If only this were the case with 434 D:
  310.  
  311. ===============================================
  312.  
  313. DEKU B1 SKIP DATA:
  314.  
  315. default angle: 8192
  316. upleft first: 26891
  317. upleft after: 15846
  318.  
  319.  
  320. works:
  321.  
  322. 16900 (exact)
  323. 15700 (rough)
  324.  
  325. 16300 = easy as fuck
  326.  
  327. --------
  328.  
  329. good range: 22952-23095
  330.  
  331. 40960 = right ess works
  332. 60774 = right ess works
  333. 8218 = no ess works
  334.  
  335. 16303 (railing) = doesnt work
  336. 49183 = doesnt work
  337.  
  338. 12864 = wall = doesnt work
  339. 26234 = lower railing = doesnt work
  340. 32768 = higher railing = left ess
  341.  
  342. 8192 fail really bad
  343.  
  344. 40960 ->
  345.  
  346.  
  347. test the following:
  348.  
  349. - 1 backflip OI for wrongwarp
  350. - early cancel for wrongwarp
  351. - js into deku cutscene
  352.  
  353.  
  354. test the following:
  355.  
  356. be moving right while dropping onto skullwalltula
  357. (curved wall, you can move right, hold Z later)
  358.  
  359. roll past zelda for no crash
  360. (after you see rock, slight roll left, then walk a bit)
  361.  
  362. ==============================================================
  363.  
  364. 2-3-1 SCRUBS INFO:
  365.  
  366. hold Z until you hit the water, then release
  367. aim for the TOP OF THE GREEN SPOT AND STOP THE HESS
  368. turn up+left, TARGET, immediately move in position. gogogo.
  369.  
  370. ===============================================
  371.  
  372. GOHMA CLIP:
  373.  
  374. DONT HIT DOWN+LEFT FOR GOHMA CLIP YOU IDIOT,
  375. YOU ALREADY HAVE THE PERFECT POSITION
  376.  
  377.  
  378. gohma strats
  379.  
  380. down+left roll to corner (maybe 2 rolls)
  381. use partial left stab instead of full left stab
  382. drop deku nut middle of gohma's cry.
  383. gg son
  384.  
  385. ==============================================================
  386.  
  387. VOID WARP DATA:
  388.  
  389. face angle w/ zelda:
  390. 26555 26583 24783 22983 21183 19383 17583 17583 17583
  391.  
  392. move angle w/ zelda:
  393. 28328 24755 24783 22983 21183 19383 17583 17283 17277 16977
  394. against wall 1800 1800 1800 1800 clip ? ?
  395.  
  396. want Y as low as possible
  397. angle = 22983 -> ypos = -274.728
  398.  
  399. 227
  400. 237
  401. 246 (19383)
  402. 262 (17583)
  403. 270 (17283)
  404.  
  405. frame perfect target range
  406.  
  407.  
  408. 24752 - low end of void warp
  409. 24544-24751 - ledge grab
  410.  
  411. 24000 - upclip
  412. 23600 - no clip
  413. 23500 - no clip
  414. 23496 - upclip
  415. 23336-23495 clip
  416. 23144-23335 ledge grab
  417. 23096-23143 upclip
  418. 22952-23095 void warp 144 / 1800 = 8% of clipping through the wall, and void warping
  419. 22744-22951 ledge grab
  420. 22743 upclip
  421.  
  422. 17552-17695 - void warp clip values
  423.  
  424.  
  425. 369 ->
  426. 17700
  427. 15900 -> up+release target -> 17305 -> 17674 (within clip range) ->
  428.  
  429.  
  430. Void Warp: Unbuffered Zelda Strats
  431.  
  432. Frame data
  433. -----------
  434.  
  435. frame 1: 2 frames from middle
  436. frame 2: 1 frame from middle
  437. frame 3: 1 frame past middle
  438. frame 4: 2 frames past middle
  439.  
  440. visual frame ess swap happens : visual frame untarget happens
  441. 0:0 - fail
  442. 1:1 - success
  443. 1:2 - fail
  444. 1:3 - fail
  445. 1:4 - fail
  446. 2:1 - fail
  447. 2:2 - success
  448. 2:3 - fail
  449. 2:4 - fail
  450. 3:1 - fail
  451. 3:2 - fail
  452. 3:3 - success
  453. 3:4 - fail
  454. 4:1 - fail
  455. 4:2 - fail
  456. 4:3 - fail
  457. 4:4 - success
  458. 5:5 - fail
  459.  
  460. -------------------------
  461.  
  462. void warp data:
  463. target zelda on way down
  464.  
  465. legit ranges:
  466.  
  467. 17552-17695 clip
  468. 19352-19495
  469. 21152-21295
  470. 22952-23095
  471. 24752-24895
  472. 26552-26695
  473. 28352-28495
  474. 30152-30295
  475. 31952-32095
  476. 33752-33895
  477. 35552-35695
  478. 37352-37495
  479. 39152-39295
  480. 40952-41095
  481. 42752-42895
  482. 44552-44695
  483. 46352-46495
  484. 48152-48295
  485. 49952-50095
  486. 51752-51895
  487. 53552-53695
  488. 55352-55495
  489. 57152-57295
  490. 58952-59095
  491.  
  492. 30152-30295
  493.  
  494. 72 is 144/2
  495.  
  496. 72 is midpoint of voidwarp:
  497.  
  498. 1f untarget, targetting zelda on first frame
  499. 92, moveAngle 54553
  500. ???, moveAngle 53872
  501.  
  502. 54523 - 5 frame window according to skater
  503.  
  504. 24940
  505.  
  506.  
  507. first visual frame of break (72 perfect)
  508. 42752-42895 is break range
  509. 42824 is perfect break angle
  510.  
  511. moveangle 42844 - 92
  512.  
  513. 55xxx -> 44567 works
  514.  
  515. 53872 -> 44653 FIRST FRAME
  516. 53872 -> 44644 SECOND FRAME
  517. 53872 -> 43491 FAIL (miss wall entirely)
  518. 53872 -> 44701 X
  519.  
  520. untarget -> wait -> target can work if the frames line up
  521.  
  522. 52072 -> 44587 (z 3996) WORKS - first frame
  523. 52072 -> 44615 (z )
  524. 52072 -> 44634 - 3rd frame WORKS
  525. 52072 -> 44692 - 4th frame works
  526.  
  527.  
  528. 50272 -> 44559 - frame before camera fixes
  529. 50272 -> 44577 - first frame camera fixes
  530. 50272 -> 44549 - barely too low, 2nd frame camera fixes
  531.  
  532.  
  533.  
  534. 1st frame - 398xx
  535. 2nd frame - 396xx
  536. 3rd frame - 394xx
  537. 4th frame - 39253
  538. 5th frame - 390xx
  539.  
  540.  
  541. Break at Moveangle
  542. 45067 -> 37501
  543. 44883 -> 37321
  544. 44701 -> 37321
  545. 44521 -> 37321
  546. -> 37321
  547.  
  548.  
  549. What I know so far:
  550. Untarget frame is lenient because you end up at the same angle (somehow)
  551. first angle cannot be trusted so some prior data may be incorrect
  552. how and when you target zelda, then, is the thing that does matter
  553. so you need an ANGLE, and a TIMING
  554.  
  555.  
  556. -------------
  557.  
  558. Skater Instaclip:
  559.  
  560. ZELDA'S Z POSITION:
  561. -----------------
  562. 4002.21 - frame 0
  563. 4001.63
  564. 3999.89
  565. 3997.00
  566. 3993.52
  567. 3990.05
  568. 3986.57
  569. 3983.10
  570. 3979.62
  571. 3976.15
  572. 3972
  573.  
  574. input frames:
  575. --------------
  576. moveangle 51352
  577.  
  578. untarget 3997
  579. retarget 3993
  580. natural break is 3930 (link is 3745) !!
  581. result is 37415 which is -10 from perfect (range of 72)
  582.  
  583. untarget 3993
  584. retarget 3990
  585. small target cursor 3972
  586. natural break 3927 (link is 3745)
  587. result is angle 37425 LITERALLY PERFECT
  588.  
  589. untarget 3990
  590. retarget 3986
  591. natural break is 3930 (link 3748)
  592. result 37444 works
  593.  
  594. untarget 3986
  595. retarget 3983
  596. 37492 barely works
  597.  
  598. ----------------------------------------
  599.  
  600. moveangle 52400
  601.  
  602. untarget 3993
  603. natural break 3930/3743
  604. 37473 works
  605.  
  606.  
  607. untarget 3997
  608. natural break is 3927/3743
  609. 37473
  610. ------------------------------------
  611.  
  612.  
  613. moveangle 53400
  614. untarget 3993
  615. 37463
  616.  
  617. 53400
  618. untarget 3990
  619. too late, 38000
  620.  
  621. 53400
  622. untarget 3997 too early to target zelda
  623. 3993 works
  624. 3990 fails
  625.  
  626. 1 frame @ 53400 at my xyz pos
  627.  
  628. ------------------
  629.  
  630. 37352-37495
  631.  
  632. moveangle 49400
  633. 3999/37077 - fail
  634. 3997/37114 - fail
  635. 3993/37142 - fail
  636. 3990/37330 - fail
  637. 3986/37349 - fail
  638. 3983/37368 - works
  639. 3979/37387 - works
  640. 3976/36817 - fail
  641.  
  642. moveangle 49650 (53250)
  643. 3999/37086 - fail
  644. 3997/37114 - fail
  645. 3993/37142 - fail
  646. 3990/37330 - fail
  647. 3986/37359 - works
  648. 3983/37368 - works
  649. 3979/37582 - fail
  650.  
  651. moveangle 49900
  652. 3999/37368 - works
  653. 3997/37396 - works
  654. 3993/37415 - works
  655. 3990/37105 - fail
  656. 3986/37123 - fail
  657.  
  658. moveangle 50150
  659. 3999/37368 - works
  660. 3997/37387 - works
  661. 3993/37406 - works
  662. 3990/37425 - works
  663. 3986/37114 - fail
  664.  
  665. moveangle 50400
  666. 3999/37170 - fail
  667. 3997/37368 - works
  668. 3993/37387 - works
  669. 3990/37415 - works
  670. 3986/37425 - works
  671. 3983/37114 - fail
  672.  
  673. moveangle 50900
  674. 3999/37406 - works
  675. 3997/37425 - works
  676. 3993/37114 - fail
  677. 3990/37133 - fail
  678.  
  679. moveangle 51400
  680. 3999/miss
  681. 3997/37425 - works
  682. 3993/37444 - works
  683. 3990/37463 - works
  684. 3986/37511 - fail
  685.  
  686. moveangle 51900
  687. 3999/miss
  688. 3997/37425 - works
  689. 3993/37473 - works
  690. 3993/37501 - fail
  691.  
  692. moveangle 52400
  693. 3999/miss
  694. 3997/37473 - works
  695. 3993/37492 - works
  696. 3990/37492 - works <- may be incorrect
  697. 3986/38023 - FAIL
  698.  
  699. moveangle 53400
  700. 3999/miss
  701. 3997/miss
  702. 3993/37463 - works
  703. 3990/38081 - FAIL
  704.  
  705. ================================================================
  706.  
  707. Any% 18:10 commentary
  708.  
  709. - needs to be noob friendly while also conveying the amazingness
  710. this is the hard part.
  711.  
  712. talk about what went into the run
  713. MHS mupen, analysis and research
  714.  
  715.  
  716.  
  717.  
  718.  
  719.  
  720.  
  721.  
  722.  
  723.  
  724.  
  725.  
  726.  
  727.  
  728.  
  729.  
  730. Have you ever played a game so much that you feel like you've run out of replay value?
  731.  
  732. Some people choose to come up with additional challenges, such as beating the game as fast as possible, scoring as many points as possible, or pushing a multiplayer game to its competitive limit.
  733.  
  734. Ocarina of Time has no scoring system. It's not multiplayer. It is a single player journey through an epic world.
  735.  
  736. So, how fast can somebody beat it?
  737.  
  738. My name is Cosmo Wright, and this is my speedrun of The Legend of Zelda: Ocarina of Time in 18 minutes and 10 seconds.
  739.  
  740. --- HISTORY OF THE GAME ---
  741.  
  742. In 2006 I started frequenting the speed demos archive forums, a place where people interested in speedrunning would gather and discuss strategy. The single largest game thread on SDA belonged to Ocarina of Time. Discussion mainly revolved around experimenting with the game. In fact, very few speedruns were actually completed back then. It felt more like we were doing science than anything else.
  743.  
  744. This was spurred on by a user going by the name of "Kazooie" posting videos of some clever jumps that weren't thought to be possible before. These jumps allowed us to access certain areas in the game sooner than intended. We were able to do things such as obtain the hover boots early, and get to Spirit Temple right after Deku Tree.
  745.  
  746. A large amount of cutscene skips, out of bounds glitches, and shenanigans were found in this rich period of discovery, the most significant of which was a way of writing values to a certain range of memory that represented Link's inventory. This led to obtaining the Shadow and Spirit medallions early, which is the trigger in the game for the Light arrow cutscene, ultimately leading to completion of the game without any adult dungeons.
  747.  
  748. In March 2008, through a group effort and a lot of man hours, the Door of Time was finally skipped using a tricky sidehop jumpslash, meaning we could combine this with the memory manipulation glitch and beat the game completing 0 dungeons.
  749.  
  750. The route would grab a bottle as child link, go immediately to adult link, then go around the overworld manipulating Link's inventory until we had the medallions, at which point we could obtain the Light arrows and finish the game. There were a surprising number of route variations involving the method used to begin the memory manipulation glitch.
  751.  
  752. The Ganondorf fight was a true bottleneck. We could access Ganon's Castle, but Ganondorf was unable to be defeated without magic and light arrows. Without a way to skip or defeat Ganondorf, this was about as fast as we could make the route. Things were settling down.
  753.  
  754. However, in February 2012 a user named "ChristianF23" found a way to skip many of the post-dungeon cutscenes. If performed in the Fire Temple, it not only skipped the cutscene but warped Link to the Forest Temple. The entire OoT community was astonished, and the zelda scientists went to work.
  755.  
  756. What we found broke the game. Upon the completion of Deku Tree, Dodongo's Cavern or Fire temple under certain circumstances, we were able to warp Link to many unusual locations, such as a Beta Jabu Cutscene, the Title Screen, and the end credits.
  757.  
  758. Amongst the all the craziness that was going on, a clever user by the name of Robdog was pouring over game's internal entrance list, and had a startling realization.
  759.  
  760. The door to Deku Tree basement from Gohma's room on the internal entrance list was adjacent to part of the Castle Collapse interior. Nobody had thought of this before because the stone slab that blocks the way make it not-obvious there was another option there.
  761.  
  762. sockfolder tested r0bdog's theory, and it worked. For the first time in history, Ocarina of Time could be completed as child link alone. This was faster than a credits warp. There was an explosion of activity. Many people did many speedruns trying to optimize this new route, including myself.
  763.  
  764. The speedrun you are watching is my greatest run yet, and is the result of another 2 years of optimization. This run was done on the official Chinese release of the game. I chose this version because of faster text and less lag.
  765.  
  766. --------------
  767.  
  768. The first thing you may notice is that I am walking backwards. Backwalking is very quick, but because Link has to take the time to turn around, it is mostly useful for longer distances in which I need to travel in a straight line.
  769.  
  770. Sidehopping is in theory the fastest form of basic movement, but it needs precise angles on the control stick along with frame perfect timing to really save time sidehopping everywhere. As such, rolling ends up being useful in many situations.
  771.  
  772. I collect five rupees from the stepping stones and another five inside the shop so that I can buy a Deku Stick.
  773.  
  774. My goal once I have obtained my Deku Stick is to escape the forest through the Zora's River warp in the Lost Woods. This warp is only intended to be accessed once I've collected the Silver Scale, but because of the way the polygons are set up, I can jumpslash directly into the acute angle and get clipped through the wall, enabling me to leave the forest without beating the Deku Tree.
  775.  
  776. This is actually one of many forest escape methods, and is the most useful one because it is fast and allows me to bypass the cutscene in which Saria gives Link the Fairy Ocarina.
  777.  
  778. ------- lost woods -- -----
  779.  
  780. In the Lost Woods I time my first roll on a certain frame and lock the angle to set up for later. Making my way to the small pond I do another exact roll to adjust my angle further. From there I use the corner to line up my position and do the sidehop jumpslash to perfectly clip through the wall and make my exit.
  781.  
  782. ------- zora's river -------
  783.  
  784. To figure out those exact angles for the forest escape I had to use memory hacking software to read link's exact facing direction and x y z position, then gather a lot of data to find the absolute ranges in which a sidehop jumpslash actually goes through the wall, and from there come up with a way to get Link into that range quickly.
  785.  
  786. Once in Zora's River, I dodge the octorok's shot and proceed down the river, mashing B to swim faster. I want to get many rupees in the water so I can buy a Deku Shield and more Deku Sticks later on.
  787.  
  788. From this ledge I grab, if my angle is good I can do a sidehop and obtain a red rupee, which is the fastest way to fill my wallet.
  789.  
  790. I swim the rest of the way down, ending with 55 rupees.
  791.  
  792. At the bottom here, I actually jumpslash into the loading zone, because it sets Link's speed to 0 in the next area, which saves me a roll.
  793.  
  794. ------- hyrule field -------
  795.  
  796. By jumpslashing this wall in Hyrule field, I get a lot of backwards speed in the water. If I hold the control stick slightly off-center I can keep this backwards speed on the land, using the Z button to either lock the angle or rotate Link. During this slide Link is considered "busy" so that Kaepora Gaebora's annoying text is skipped en route to Kakariko
  797.  
  798. ------- kakariko --------
  799.  
  800. The entire purpose of leaving Kokiri forest and heading to Kakariko is to get a bottle, as I need one later on in the speedrun. There are several bottles in Ocarina of Time but the Kakariko bottle is the fastest because the Lon-Lon Ranch bottle requires waking Talon up at Hyrule Castle. This means obtaining Weird Egg and waiting a full day/night cycle! This is too out of the way. Another option would be the Lake Hylia bottle, however that has its own set of issues. That bottle seemingly cannot be obtained unless Link is in the diving animation, which means the Silver or Golden scale is necessary. Finally, even if I do get that bottle, it must be emptied first by watching King Zora slowly scoot over. The Big Poe bottle is of course not an option. This means the Kakariko bottle is by far the best choice.
  801.  
  802. To obtain this bottle I need to collect every Cucco and bring them to the pen. All the cuccos start in the same position but their normal behavior is governed by the game's internal random number generator, which cannot be manipulated in a real time speedrun. Essentially, I need good luck at this section in order to save time, and executing optimal gameplay here is more difficult due to the wide variety of situations I find myself in.
  803.  
  804. Cuccos also have certain behavior that is not governed by the RNG, but rather is based on Link's position. Once a cucco is thrown it will jump in place for awhile and then start running in a line away from Link. In this way I have some control over the Cuccos and I can try to move in ways that gather them more effectively.
  805.  
  806. One interesting part of cucco collecting is that I have limited movement options when I am holding a cucco. Carrying one prevents me from rolling or sidehopping, though backwalking is still possible. This makes backwalking across slightly shorter distances worth the time it takes to turn around.
  807.  
  808. During this last part here, all the cuccos end up right in my arms, and I quickly am able to get them in the pen and collect my bottle.
  809.  
  810. Once I have the bottle I have one more thing to do: I need go pick up a stray rock and collect the bugs found under it. The bugs will be useful for a bug later on. Pun intended of course.
  811.  
  812. I save and reset the game. This takes me back to link's house in the forest, which is faster than traveling back across Hyrule Field. This reset speed is rather slow, because I'm on the Chinese version. Though the Chinese version has slow resets, it makes up for it in lag and text length. I actually spent many hours timing the fastest versions of the game to figure out which was optimal.
  813.  
  814. --- kokiri 2 ----
  815.  
  816. The backflip off Link's balcony is actually quite difficult, because the angle I need on the control stick is in between up and up-right, and if I was very accurate, my backwalk will get to the fence much faster and in a better position.
  817.  
  818. I jump the stepping stones one more time for an extra 5 rupees, totalling 60. I buy two deku sticks and the deku shield. I buy the sticks first because it is faster due to the Deku shield explanation text taking me out of the shop menu.
  819.  
  820. --- mido skip ---
  821.  
  822. Here is the mido skip, one of the most difficult skips used in this run. I have to pause to equip the shield anyway so I use that pause mid-sidehop to angle my control stick perfectly for the next series of inputs. Unfortunately, I paused one frame early and had to attempt to unpause and repause the game another frame forward, which took 2 attempts. This was the most significant mistake made in this speedrun.
  823.  
  824. The Mido skip itself is hard because the end result of Mido skip is based on a number of variables that create a tree of possible outcomes. These outcomes were investigated in depth between myself and Ocarina of Time TASer Bloobiebla, who initially found the setup to skip Mido.
  825.  
  826. The Mido skip is also notable because after Bloob discovered that it could be done without a final jumpslash, this meant that it was possible to do it without the Kokiri Sword. Graviton did a rough timing of the two routes which had good promise that we were on track for another breakthrough. Sure enough, after I investigated this with several video comparisons, it was proven to be faster by a significant amount of time, close to 9 seconds, plus the extra 5 for skipping Mido.
  827.  
  828. --- deku tree --
  829.  
  830. Entering the Deku Tree I have to obtain another deku stick and deku nuts. I kill the Deku Babas that contain these items with the Infinite Sword Glitch or ISG. ISG is done by performing a crouch stab by pressing R + B, or in this case R+c-right, then canceling the animation on the last frame, thus keeping the swinging hitbox active. Crouch stab's damage value uses the value of Link's last attack performed in that particular scene. If Link has not performed an attack yet, it defaults to 1 kokirisword-type damage, even as adult link with the biggoron sword.
  831.  
  832. On the way up the tree I use ISG again, this time for its hovering ability. If I shield damage with ISG active, Link will stick in midair and I can perform ground actions from the air such as sidehopping or backflipping.
  833.  
  834. In this case I use a sideways roll to make Link face 90 degrees away from his standing position, allowing me to sidehop backwards which perfectly breaks the web.
  835.  
  836. Upon entering basement 1 the second web fails to load and I can pass through it.
  837. I use a setup here to manipulate my camera and position to load the 2-3-1 scrubs in the proper order so they shoot me at the right time.
  838.  
  839. I get close to the final scrub so that when he begins hopping away, he doesn't have to hop long until he's off camera and the game signals its okay for the cutscene to end.
  840.  
  841. With that out of the way, I enter Gohma's lair.
  842.  
  843. --gohma--
  844.  
  845. Before the fight even starts I perform a Deku stick jumpslash which does 4 damage. This is so when I later attack Gohma with ISG it will kill her in 3 hits. The Gohma fight is complex because it involves luring Gohma to the door perfectly so that when my hover fails to stick in the air, Link gets pushed just barely through the stone slab that closes. From here I need to wait and lure Gohma closer, stun her, and then kill her with my active hitbox. With the position being sensitive, and the ISG, backflip timing, and third roll timing all being frame perfect, this is no easy task. Also of note, Gohma can sometimes stop in this fight randomly while I'm luring her, wasting time. In this run she was nice though.
  846.  
  847. With Gohma dead, the insanity is really about to start. From Gohma's room I can perform the legendary wrong warp. This is the glitch that took over 13 years to discover, and it still astounds me that it is even possible.
  848.  
  849. --wrong warp--
  850.  
  851. I need to exit the room and re-enter it, so that when it reloads, the stone slab isn't blocking my way anymore. This is important because I need a clear path to the door.
  852.  
  853. I drop the bugs and re-catch them, so that the bottle turns blue in Link's hand. This will let me do a glitch called "Ocarina Items" in which I play a fake Ocarina using my Deku Stick. I perform Ocarina Items on the same frame that I touch the blue warp, which allows me to regain control of Link while the warp tries to carry Link away. During this, an invisible timer in the game is ticking up each frame to 101, at which point it will add the cutscene offset to the next area to load. If I open the door on this exact frame, violà!
  854.  
  855. The game loads the Deku Tree basement on the same frame that it adds this cutscene offset. As Deku Tree basement has no cutscene the game ends up transporting me to Ganon's Tower collapse interior instead of the Kokiri Emerald cutscene.
  856.  
  857. This bypasses the Ganondorf fight and allows Child link to access the end game.
  858.  
  859. --- void warp ---
  860.  
  861. At this point in the run I had to calm myself down, because it was the fastest I had ever been up to this point. However, I knew the run could easily end here because of the upcoming void warp.
  862.  
  863. The void warp is one of the most insane things I've ever seen in a videogame. The collapse exterior has some special code that detects how far Link falls, and then will void him if he falls too far. This is to prevent players from jumping off and getting stuck below. It turns out if Link touches a loading zone on the same frame that the game tries to void out, it uses the wrong map and coordinates when loading the new scene. It is possible to achieve this by rolling into a randomly generated rock with precise timing to gain full speed, and with this speed combined with a very precise angle, I can clip through a corner and fall the exact distance to trigger a void warp. Here it is.
  864.  
  865. That sequence right there is probably the most clutch thing I have ever done in a videogame.
  866.  
  867. I end up out of bounds on the interior of the collapse, allowing me to jumpslash into an unloaded room that contains a loading zone which takes me to the end of the tower collapse sequence, saving two minutes.
  868.  
  869. At this point I shouted explitives and it felt like my entire body was shaking. The final hallway is actually very tense because if I move incorrectly I might touch a burning rock on the ground, which would not only burn my shield but also crash the game.
  870.  
  871. Being perfectly in front of Zelda when she opens the door makes her push Link into the loading zone after she opens it, which saves more time. Icing on the cake at this point.
  872.  
  873. --- end of collapse ----
  874.  
  875. Duing this cutscene I knew I was on pace for an insane run. I had actually accomplished most of the difficult things. All that was left was the Ganon fight. The Ganon fight does require two ISGs, and I also like to go for a quickdraw jumpslash on the second phase which is also tricky, so there was still the horrible thought that I could squander this run at the very end.
  876.  
  877. I spent most of the time before the Ganon fight just practicing the ISG input on the controller over and over, and trying to relax and have pure focus.
  878.  
  879. According to my timer, I had done over twelve hundred speedrun attempts, most failing before the halfway point. It could easily be another twelve hundred before I got another opportunity like this. I was determined to not choke at the end, and to clutch it out.
  880.  
  881. I think it can be easy to lose focus during these longer breaks from gameplay, especially in a tense situation like this one. I was also live streaming this run to over 7000 viewers and they were going ballistic in the chat. I actually minimized the chat at this point so I wouldn't see it move out of the corner of my eye, which could be a fatal distraction.
  882.  
  883. Upon regaining control, I roll towards the fight trigger. Again I perform a deku stick jumpslash to store the damage value for the infinite sword glitch, similar to the strategy used in the Gohma fight.
  884.  
  885. Being very nervous I repeatedly practice the input during the cutscene
  886.  
  887. Funnily enough, despite me never obtaining the master sword, ganon knocks it away, and I am able to equip it later just by picking it up. Thanks Ganon!
  888.  
  889. As the fight starts, I immediately perform ISG and get some quick hits on Ganon's tail. With each hit doing 4 damage, and the first phase only requiring 10 damage to be over, Ganon is quickly disabled in 3 hits.
  890.  
  891. Now I can go grab the Master Sword. At this point the next thing I have to worry about is the quickdraw jumpslash, which is a way of jumpslashing out of the initial sword pull animation. It requires good timing to work. I am able to pull it off and immediately go for my second infinite sword glitch, and swap over to the Deku Stick so that I can attack his tail more rapidly.
  892.  
  893. Sometimes ganon can rotate or the camera can be in a bad position which can make this part more difficult. It went fine though.
  894.  
  895. With the final stun cutscene, I refused to celebrate early, still keeping focus on delivering an accurate final blow.
  896.  
  897. With this final hit, the run timing stops. Eighteen minutes and ten seconds.
  898.  
  899. I spent the majority of this year working on this run. This game means so much to me. Back in January I thought that maybe 18:45 would be the run I wanted. Another runner, skater, found a lot of interesting new methods of doing things slightly faster. He discovered a faster forest escape method, the faster basement 1 skip with ISG, and came up with targeting Zelda during the fastest void warp method to make it more consistent. Bloob found a feasible mido skip method, and grav pointed out swordless might be faster. With all these new finds, my new goal was 18:20. When I smashed that by 10 seconds I was overwhelmed. It is the best speedrun I have ever performed, beating out my castlevania 64 carrie run.
  900.  
  901. Some say this run won't be beaten. I reckon it will someday; Ocarina of Time is a true masterpiece and you never can be sure what's possible in the future.
  902.  
  903. Some theories to save even more time would be some way of performing Ocarina Items on a blue warp without a bottle. This would skip the trip to Kakariko entirely. Another big find would be a way of getting on the top edge of Kokiri Forest as child link without explosives. This would result in bypassing the cutscene where the great deku tree talks to Link.
  904.  
  905. If it was somehow possible to favorably manipulate the coordinates for the wrong warp, that would obsolete the void warp and the collapse exterior entirely. If that was ever found I would be pretty sad though because the void warp is a very interesting and tense sequence in the speedrun and I feel like it really showcases the beauty of some of the exploits in Ocarina of Time.
  906.  
  907. Though it may have taken years of work, we've really uncovered so many secrets in this wonderful game. I hope by releasing this video I've shown the wider gaming audience a little taste of what makes The Legend of Zelda: Ocarina of Time such a special game, even after all these years.
  908.  
  909. If you're interested in seeing the current speedrun leaderboards for Ocarina of Time, or just want to know more about our community, please check out www.zeldaspeedruns.com.
  910.  
  911. Special thanks to
  912. Bloobiebla for a lot of support and for doing serious analysis to figure out Mido skip setups, 2-3-1 setups, escape backup strats and more.
  913.  
  914. skater82297 for grinding out optimized runs on Wii Virtual Console and figuring out a significant amount of route improvements, including the zelda target method for the insta-clip void warp, which I had previously deemed infeasible.
  915.  
  916. thanks Pokey for his original 1:16 SDA speedrun that inspired countless people to pick up the game.
  917.  
  918. thanks ZFG for his classic speedrun attempts back in the day and his continued love of speedrunning OoT after all these years.
  919.  
  920. thanks to The OoT hacking community for the internal entrance list, and mzxrules for his wrong warp research.
  921.  
  922. thanks petrie911 for creating some amazing things with OoT hacking.
  923.  
  924. thanks MrGrunz for finding a lot of cool things in the N64 Zeldas, and making amazing entertaining TASes.
  925.  
  926. thanks Cafde for his obscene OoT challenges that are always ahead of their time.
  927.  
  928. thanks PoodleSkirt for the bomb drop analysis and for being an entertaining dude.
  929.  
  930. thanks Kazooie for being the first person to really break through and come up with significant OoT finds. Truly inspiring work.
  931.  
  932. thanks Acryte for being a true badass and proving why OoT is one of the best games ever made with amazing discoveries and crazy theories.
  933.  
  934. thanks Christian for turning OoT upside down on Feb 2012 with the discovery of wrong warp.
  935.  
  936. thanks r0bd0g and nathanisbored for their clever ideas that led to significant changes in OoT routing.
  937.  
  938. thanks sockfolder for the MHS memory addresses, showing that a human is capable of figuring out the deepest and most complex things in a videogame.
  939.  
  940. thanks Swordless for being a pioneer of N64 TASing, and also the stroke of brilliance that is Navi dive.
  941.  
  942. thanks Runnerguy for keeping OoT fun after all these years and for winning the AGDQ 2011 any% race.
  943.  
  944. thanks aleckermit for introducing the Chinese version to the Zelda speedrunning community and for racing with me in the AGDQ 2011 any% race.
  945.  
  946. thanks Jiano for spending months making an OoT hack with me, figuring out a lot about how the game works internally, and being one of the first people to create and practice setups for all these difficult glitches.
  947.  
  948. thanks Gombill and the Bingo Crew for working hard to keep OoT Bingo one of the best and most interesting OoT experiences.
  949.  
  950. thanks Mitjitsu aka AKA for the ridiculous trick bounties, and ssbmproHRC for winning $200 for Ganon's Castle early. Hilarious stuff.
  951.  
  952. thanks Moltov for tirelessly routing OoT, for Honey Dungeons, and for some pretty hilarious stream highlights.
  953.  
  954. thanks sva for being a 3D Zelda God, and being one of the most creative OoT players of all time.
  955.  
  956. thanks Chain for inspiring us all to improve our 2-3-1 scrubs.
  957.  
  958. thanks Pydoyks for really trying to push OoT and promoting the attitude that we can always improve our runs.
  959.  
  960. thanks theMakaron for fighting with Pydoyks to push any% lower.
  961.  
  962. thanks Okiyama for showing how to jump over a fence without Goron mask or Damage boostin'.
  963.  
  964. thanks Glitches&Stuff for years of OoT and MM research, figuring out countless amazing things.
  965.  
  966. thanks maxx for creating the ZSR leaderboards, maintaining the site, and being a really legit guy.
  967.  
  968. thanks graviton for the epiphany that skipping the Kokiri Sword could be faster with the new JSless Mido skip. Spiderwaffle is rolling in his grave now
  969.  
  970. thanks Cendamos for making amazing vlogs.
  971.  
  972. thanks to my girlfriend Adrian for continuous support during this relentless grind
  973.  
  974. thanks to the Stunfest staff for flying me to France to play OoT. Will never forget it.
  975.  
  976. thanks Kuhls, GCTK, and all future OoT runners for keeping the game alive over 15 years later.
  977.  
  978. thanks Nintendo, for creating such a epic game.
  979.  
  980. thank You, for watching.
  981.  
  982.  
  983.  
  984.  
  985. Session Start: Mon Jul 21 18:24:34 2014
  986. Session Ident: Sockfolder
  987. [18:24] <Sockfolder> congratulations on that insane oot run
  988. [18:44] <Cosmo> thanks
  989. [18:44] <Cosmo> really proud of it
  990. [18:45] <Cosmo> probably couldnt have done it without your memory addresses
  991. [18:55] <Sockfolder> pretty sure it is the best oot run ever done, out of all the versions of any% there were
  992. [19:01] <Cosmo> there was the 4 second mistake, and tiny improvements here and there are possible, but I honestly don't think I would be able to top it
  993. [19:01] <Cosmo> when rewatching I noticed a lot of tiny things went my way
  994. [19:01] <Cosmo> like talking to the shopkeeper frame perfectly
  995. [19:01] <Cosmo> little things
  996. [19:22] <Sockfolder> the only way there will be a better run will be if there is some new crazy trick
  997. [19:23] <Cosmo> I think so, too
  998. [19:23] <Sockfolder> like no bottle or skipping deku cs
  999. [19:24] <Sockfolder> maybe some magic total control with deku stick on fire =p
  1000. [19:25] <Cosmo> yea
  1001. [19:25] <Sockfolder> though total control in oot wouldn't really work well since you can't just control massive amount of memory
  1002. Session Time: Tue Jul 22 00:00:00 2014
  1003. Session Time: Wed Jul 23 00:00:00 2014
  1004. Session Close: Wed Jul 23 15:27:33 2014
  1005.  
  1006.  
  1007. 94915 148180
  1008.  
  1009. Y increases towards the door
  1010. X increases towards the door
  1011.  
  1012. door corner
  1013. Y 516
  1014. X 194.264404296
  1015.  
  1016. box edge
  1017. Y 506
  1018. X 155
  1019.  
  1020. x before climbing the box, for shield at night:
  1021. x 110 fail
  1022. x 111 fail
  1023. x 112 roll later, works
  1024. x 113 fail
  1025. x 114
  1026.  
  1027.  
  1028. 120.321 if roll on 1st frame possible
  1029. 127.9
  1030.  
  1031.  
  1032. how to RBA in hyrule field:
  1033.  
  1034. line up,
  1035. crouch stab
  1036. drop bugs
  1037. horizontal slash
  1038. shield
  1039. shielddraw bottle
  1040. sidehop right
  1041. B (2 frame window)
  1042. turn
  1043. Z+R+C-Right
  1044. walk forward
  1045. release R
  1046.  
  1047. Adult Link, Hyrule Field, (empty, bombs, bug)
  1048. RBA bugs on B, empty bottle on C-Right, creates Bottle #3 with Bugs.
  1049. empty, bombs, bottle
  1050.  
  1051. PAUSE 1:
  1052. Egg over Bottle, Egg over Bombs (this puts bombs on C-Right)
  1053.  
  1054. RBA Bottle on B, with Bombs on C-Right
  1055. RBA Bugs on B, with Bombs on C-Right
  1056.  
  1057. PAUSE 2:
  1058. Egg C-Right, Bugs C-Left
  1059.  
  1060. PAUSE 3:
  1061. Bombs to a comfortable position, equip Sword.
  1062.  
  1063.  
  1064.  
  1065.  
  1066. oot gcn all dungeons route with longhover
  1067.  
  1068. sword
  1069. naviless
  1070. bottle
  1071. chus
  1072. double savewarp (Argh)
  1073. jabu
  1074. savewarp
  1075. escape
  1076. dots
  1077. rba poe (31 chu)
  1078. hover boots
  1079. redead clip OoB GCN hover to bongo
  1080. shadow cs skip
  1081. bolero
  1082. dc chu hover to bombs
  1083. dc ww to gtg
  1084. spirit hover
  1085. bk skip (skater's new clip -> hess should be difficult but possible)
  1086. spirit cs skip
  1087. oi bolero
  1088. up to hammer
  1089. bk skip
  1090. fire -> forest ww
  1091. bk skip
  1092. forest cs skip
  1093. somehow go to water temple
  1094. water cs skip
  1095. deku
  1096. 2-3-1 skip
  1097. double KO
  1098. ganondoor
  1099. void warp w/ a bomb
  1100. ganon
  1101.  
  1102.  
  1103.  
  1104.  
  1105.  
  1106.  
  1107.  
  1108.  
  1109.  
  1110.  
  1111.  
  1112.  
  1113.  
  1114.  
  1115.  
  1116.  
  1117.  
  1118.  
  1119.  
  1120.  
  1121.  
  1122.  
  1123.  
  1124.  
  1125.  
  1126.  
  1127.  
  1128.  
  1129.  
  1130.  
  1131. ---------------------------------------------------
  1132. ===================================================
  1133. ---------------------------------------------------
  1134.  
  1135. ALL DUNGEONS
  1136.  
  1137. ---------------------------------------------------
  1138. ===================================================
  1139. ---------------------------------------------------
  1140.  
  1141.  
  1142.  
  1143.  
  1144.  
  1145.  
  1146.  
  1147. It takes ZFG approx 12 seconds to collect 6 rupees from near the crawlspace.
  1148. ZFG rupee route sux I have good one
  1149.  
  1150. backwalk diagonally to normal stepping stones (shop side)
  1151. jump across (5)
  1152. 2 from grass, (7)
  1153. go to mido's house
  1154.  
  1155. 5, 5, 1, exit (18)
  1156.  
  1157. sidehop right, backwalk, climb up, roll 5 (23)
  1158. 2 from grass (25)
  1159. stepping stones again (30)
  1160. shop (35)
  1161.  
  1162. buy stick, stick, nuts in that order (0r)
  1163. pause c-left nuts, c-right stick
  1164.  
  1165. figure out wess stuff:
  1166.  
  1167. ---
  1168.  
  1169. WESS ESCAPE DATA:
  1170.  
  1171. before releasing ess:
  1172. move angle 3422 - fail
  1173. move angle 2522 - success
  1174. move angle 1622 - success (moving right)
  1175.  
  1176. if I press A + release stick on the same frame, I don't even talk to him
  1177. if I press A 1 frame late, I talk to him but I don't get close to clipping
  1178. same thing if I press A 2 frames late.
  1179.  
  1180. --------
  1181.  
  1182. Hyrule Field:
  1183. 4 rolls towards the tree stump (make sure I'm far enough)
  1184. side hop twice for owl
  1185.  
  1186. after owl flies away, aim for the left edge of the tree for the backwalk
  1187.  
  1188.  
  1189. ====
  1190. BOTW
  1191. ====
  1192.  
  1193. deku nut frame (not pause buffer) based on Z height:
  1194.  
  1195. Z 120 = nothing
  1196. Z 119 = nothing
  1197. Z 117.5 = nothing
  1198. Z 114.5 = nothing
  1199. Z 110 = nothing
  1200. Z 104 = nothing
  1201. Z 96.5 = nothing
  1202. Z 87.5 = nothing
  1203. Z 77 = FALL DOWN
  1204. repeat at Z 120...
  1205. this shit just means that you cannot clip by walking into the plank
  1206.  
  1207.  
  1208.  
  1209. From Center:
  1210.  
  1211. backwalk angle: 2600
  1212. backflip Z-96: clip, nut throw (2nd frame)
  1213. backflip Z-75: fail
  1214.  
  1215. backwalk angle: 2700
  1216. backflip Z-96: clip, nut throw (2nd frame)
  1217. backflip Z-75: clip, 1f nut throw (1st frame)
  1218.  
  1219. all angles in between 2700 and 3200 likely work like this
  1220.  
  1221. backwalk angle: 3200
  1222. backflip Z-96: clip, 1f nut throw (2nd frame)
  1223. backflip Z-75: clip, 1f nut throw (1st frame)
  1224.  
  1225. backwalk angle: 3300
  1226. backflip Z-96: fail
  1227.  
  1228. backflip angle: 3400
  1229. backflip Z-96: fail
  1230. backflip Z-75: clip, 1f nut throw (1st frame)
  1231.  
  1232. backwalk angle: 3600
  1233. backflip Z-96: pop up, no clip
  1234. backflip Z-75: fail
  1235.  
  1236. zfg1: i use nut for 1st frame, ess for 2nd frame
  1237.  
  1238. 355XX -> 359XX
  1239. aim around middle of B button with the corner with c-up
  1240. backwalk backflip 2f
  1241. hold right pause buffer
  1242. 1st frame = deku nut
  1243. 2nd frame = ess
  1244.  
  1245. c-up seamwalk
  1246. guanowalk sidehop
  1247. float up chus
  1248. vineclip side (pull chu late)
  1249. release Z once clip, hold up, immediately switch to up+right
  1250. get the shields (hold up+right to get deku shield)
  1251.  
  1252. deathwarp off beamos / fire keese (no save)
  1253. exit botw, savewarp
  1254. backflip backwalk, climb up, stick forest escape
  1255.  
  1256. climb up left left of ZR, hold target pull chu instant
  1257. go to corner
  1258. right before / during quickflash shield drop megasidehop right
  1259. 3 sidehops right
  1260. roll behind / right of the sign
  1261. turn around Z
  1262. megasidehop right or left w.e
  1263. super swim
  1264. roll towards fish
  1265. capture fish
  1266. roll to pots, shield drop sticks + nuts
  1267. roll up to the top
  1268. line up link with crack on the wall (texture, not geometry)
  1269. megafrip (time it very well, good spacing too)
  1270. mash stick swim to ZF
  1271.  
  1272. roll to fence, target right corner, sidehop right
  1273. ess turn right + stick, Z, sidehop left and continue holding left
  1274.  
  1275. JJB
  1276.  
  1277. ess turn right 1 frame, shield drop chu when its red (1st flash)
  1278. backwalk through middle
  1279. backflip right before explosion
  1280. roll to door (1 roll ideally)
  1281.  
  1282. roll through next room
  1283.  
  1284. z target roll to ruto toward center the thing
  1285. hold forward once cutscene ends
  1286. talk to ruto (mash A as falling to get higher up textbox for swag)
  1287. pick her up
  1288. walk through room, avoid shaboms
  1289. z target throw, backflip to switch
  1290. swim up grab, maybe backwalk maybe walk IDK past first shaboms
  1291. throw ruto to switch
  1292.  
  1293. deflect octorok
  1294. swing deku stick
  1295. pause equip deku nuts over fish
  1296.  
  1297. get on the corner so the shadow is tangent to the edge
  1298. hold Z; wait till edge passes links head
  1299. hold forward then backwalk to next room
  1300. backwalk thru next room (extra far before turnaround)
  1301. walk through next room, jump on double pressure switch
  1302.  
  1303. open very right edge
  1304. a few steps past the seam on the ground, throw ruto
  1305. walk to aim at middle of the stingers, Deku nut
  1306. ISG with stick
  1307. kill 3 stingers with ISG
  1308. get in position for the chest (line on the ground from the circular texture)
  1309. boomerang chest
  1310.  
  1311. roll to exit the room?
  1312. roll, roll target, backwalk, roll roll (90 degrees right)
  1313.  
  1314. z target roll past next room to reduce lag
  1315. roll to box, box megaflip X_X
  1316. target middle of door
  1317. bonk the switch
  1318. deku js (no held direction)
  1319. switch controller style (pointer finger start, ring finger A)
  1320.  
  1321. forward + A
  1322. A->START pretty quick for option select
  1323. equip boomerang on C-Down over Bombchus.
  1324.  
  1325. roll to corner
  1326. aim straight up, line up link's left ear with triforce shape
  1327. throw and spam sidehops left
  1328. hold DOWN+LEFT after cutscene to find ledge
  1329. roll forward to barinade.
  1330.  
  1331.  
  1332.  
  1333.  
  1334. Skater Slope Clip BOTW
  1335. ======================
  1336.  
  1337. it is apparently possible to clip
  1338.  
  1339. 20000 - extremely hard
  1340. 20100 - extremely hard
  1341. 20200 - hard
  1342. 20300 - medium
  1343. 20400 - works slightly more often than not?
  1344. 20500 - seems harder than 400
  1345. 20600 - bad
  1346.  
  1347.  
  1348. dryroll setups:
  1349.  
  1350. 20200 = fail
  1351. 20227 = works
  1352. 20250 = works
  1353. 20550 = works
  1354. 20600 = fails
  1355.  
  1356.  
  1357. 0, 16384,
  1358.  
  1359.  
  1360. 39s to enter shop
  1361. 49s
  1362. 2 sec faster
  1363.  
  1364. 25 rupee route
  1365. 12sec faster
  1366.  
  1367.  
  1368. botw entering speeds:
  1369. 27 sec roughly -deku nut
  1370. 11secs - navi dive
  1371.  
  1372. lose 16
  1373.  
  1374. at least +4 seconds entering the well,
  1375. plus you need a stick
  1376.  
  1377.  
  1378.  
  1379. BOTW STRATS:
  1380. http://www.twitch.tv/speedfrog/c/5151600
  1381. https://www.youtube.com/watch?v=pXKJnHEdZSs
  1382.  
  1383. BLOOB NEW STRAT EVEN BETTER":
  1384. blank A
  1385. ess turn left*3
  1386. backwalk off, backflip
  1387. sidehop right
  1388. turn left 90 degrees
  1389. sidehop x4
  1390. js twice fast
  1391.  
  1392. =================
  1393. Fuzzyness: PAUSES
  1394. =================
  1395. Deku shop - Stick nuts
  1396.  
  1397. Botw - stick nuts chu
  1398. Botw - stick bottle chu SHIELD
  1399.  
  1400. Jabu boomerang room - chu stick nuts
  1401. Jabu switch - boomerang stick nuts
  1402. Jabu s&q - chu stick bottle
  1403.  
  1404. Graveyard RBA - chu stick ocarina SWORD
  1405. Dampe Grave - chu hookshot ocarina
  1406.  
  1407. Dodongos hover - HOVER BOOTS
  1408. Dodongos hover - KOKIRI BOOTS
  1409. Bombs chest s&q - bombs hookshot bottle
  1410.  
  1411. Spirit hover - bombs hookshot bombchu
  1412. Spirit hover - HOVER BOOTS
  1413. Spirit hover - bombs hookshot bottle KOKIRI BOOTS
  1414. Spirit temple end - bombs hookshot ocarina
  1415.  
  1416. Zora - bombs hookshot cuccoo
  1417. Water temple - bombs hookshot bombchu HOVER BOOTS
  1418. Water temple boss - frog hookshot bottle KOKIRI BOOTS
  1419.  
  1420. Eyeball frog 2 - bombs hookshot deku nuts
  1421. Deku tree skip - hookshot deku nuts bottle HOVER BOOTS
  1422. Deku tree - KOKIRI BOOTS
  1423. Deku tree ww - bombs hookshot bottle
  1424.  
  1425. Shadow temple end - bombs hookshot ocarina
  1426. Forest temple ww - bombs ocarina bottle
  1427.  
  1428. Fire temple darunia cs skip - empty bottle hookshot ocarina
  1429. Block Clip - bombs hookshot ocarina
  1430. Bomb Hess Clip - HOVER BOOTS
  1431. Bomb Hess Clip - KOKIRI BOOTS
  1432. Hammer Chest - bombs hammer bottle
  1433. Hammer clip - HOVER BOOTS
  1434. Volvagia room - KOKIRI BOOTS
  1435. Fire Temple WW - bombs hookshot hammer
  1436.  
  1437.  
  1438.  
  1439.  
  1440.  
  1441.  
  1442.  
  1443.  
  1444.  
  1445.  
  1446.  
  1447.  
  1448.  
  1449.  
  1450.  
  1451.  
  1452.  
  1453.  
  1454.  
  1455.  
  1456.  
  1457.  
  1458.  
  1459.  
  1460.  
  1461.  
  1462.  
  1463.  
  1464.  
  1465.  
  1466.  
  1467.  
  1468.  
  1469.  
  1470.  
  1471.  
  1472.  
  1473.  
  1474.  
  1475.  
  1476.  
  1477.  
  1478.  
  1479.  
  1480.  
  1481.  
  1482.  
  1483.  
  1484.  
  1485. feed the smallest particles easily obtainable around us, until they grow into neurons.
  1486. give them peace / quiet / less noise / balance.
  1487.  
  1488.  
  1489. what are black holes, explosions, lava, etc?
  1490. Utter Destruction
  1491.  
  1492. what is intelligence?
  1493. Technology, Art, Music, Theatre, Life
  1494.  
  1495. We shouldnt make the Matter Around Us more strong.
  1496. We should be making our art, song, dance, music, theatre, television, interent, life more strong.
  1497.  
  1498.  
  1499. Life:Matter
  1500.  
  1501.  
  1502.  
  1503.  
  1504.  
  1505. listen to the same song 100 times, tune it out
  1506. repetitive electronic music
  1507. the concept of chorus, first as a sound and then as an entire section of a song.
  1508. pop music's repetition.
  1509. rap's growth - fast speaking that shoots concepts at you. every verse becomes a form of chorus.
  1510. chiptunes - smaller and smaller vibrating strings+waveforms
  1511.  
  1512.  
  1513. Cosmo Wright's model of M-Theory.
  1514. (quantum entangler)
  1515.  
  1516. a dot that slowly appears, growing in resolution.
  1517. *pop* (the pop visually appears as a black->white gradient)
  1518. [size: 1,10,11,100,101,110,111,1000,1001,1010,1011,1100,1101,1110,1111,10000,]
  1519.  
  1520.  
  1521.  
  1522.  
  1523. text: [size: 01101100111]
  1524. *text screetches out* warbles and fades.
  1525.  
  1526. 1,10,11,100,101,110,111,1000,1001,1010,1011,1100,1101,1110,1111,10000,10001,10010,10011,101
  1527.  
  1528. the dot is a circle now on the screen, and begins pushing to the left/right because of outside disturbance.
  1529.  
  1530. "the mother fucking exponents are real!!!!!"
  1531.  
  1532.  
  1533.  
  1534.  
  1535. if you think too hard, you let aliens into your brain.
  1536. do not allow the aliens into your brain. yet, at least.
  1537.  
  1538. your body is just the simplest form of you. the real you is a lot deeper.
  1539. the real you wants the real you to emerge, so you do things like fashion-art-dance-music.
  1540. you try to emerge in different directions like this.
  1541.  
  1542. you start to emerge, finally, with the following mathematical sequence
  1543. 1,10,
  1544.  
  1545. dot that grows into a line
  1546.  
  1547.  
  1548.  
  1549. -> line starts here ->
  1550.  
  1551. draw the following, and do not erase.
  1552.  
  1553. dot
  1554. 1 way line
  1555. 2 way line
  1556. wave up,
  1557. wave up and down (circle)
  1558.  
  1559.  
  1560.  
  1561.  
  1562.  
  1563. circle
  1564.  
  1565.  
  1566.  
  1567.  
  1568.  
  1569. arrow of time
  1570. time:past
  1571. ?
  1572.  
  1573. geometry problem: fill a square with a circle so there is equal pixel count in both
  1574.  
  1575.  
  1576.  
  1577.  
  1578.  
  1579.  
  1580. Cosmo Wright
  1581. quantum entangler
  1582.  
  1583. -10,-11,-10,-1,0,1,10,11,100,101,110,111,1000,1001,1010,1011,1100,1101,1110,1111,10000,10000
  1584. but! you can only look so far as you have data.
  1585.  
  1586.  
  1587.  
  1588. binary
  1589. infinity
  1590. binary infinity infinity binary
  1591.  
  1592. bin, inf, inf bin. bin inf.
  1593.  
  1594.  
  1595.  
  1596.  
  1597.  
  1598.  
  1599.  
  1600.  
  1601.  
  1602.  
  1603.  
  1604.  
  1605.  
  1606.  
  1607.  
  1608.  
  1609.  
  1610.  
  1611.  
  1612.  
  1613.  
  1614. What is life?
  1615.  
  1616. 0
  1617.  
  1618. life is nothing. but that in itself is something.
  1619.  
  1620. 1
  1621.  
  1622. that something is real. but it seemed to come from nowhere.
  1623.  
  1624. 1,0
  1625.  
  1626. life is everything and nothing. that's all life is.
  1627.  
  1628. 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
  1629.  
  1630. see. that's life. a cycle.
  1631. let's call each cycle, from crest to trough "2".
  1632.  
  1633. this would be one cycle:
  1634. 2 = 1,0
  1635.  
  1636. you could also express it like this:
  1637. 2[1,0]
  1638.  
  1639. this would be two cycles:
  1640. 2[1,0], 2[1,0] = 1010
  1641.  
  1642. this would be three cycles:
  1643. 2[1,0], 2[1,0], 2[1,0] = 101010
  1644.  
  1645. 2, 2, 2 = 101010
  1646.  
  1647. you see, the number of 2s show how many 1,0s there are!
  1648.  
  1649. 2[1,0], 2[1,0], 2[1,0], 2[1,0], 2[1,0], 2[1,0], 2[1,0], 2[1,0] = 1010101010101010 = 2 2 2 2 2 2 2 2
  1650.  
  1651. see. we've figured it out. this is life. cycles of everything and nothing. onward to infinity.
  1652.  
  1653.  
  1654.  
  1655.  
  1656.  
  1657. life is so boring
  1658.  
  1659.  
  1660.  
  1661. its always just cycles
  1662.  
  1663.  
  1664. but wait, which came first, the everything or the nothing?
  1665.  
  1666. maybe our notation is wrong. maybe the correct notation is
  1667. 2[0,1].
  1668.  
  1669. instead of:
  1670. 2[1,0].
  1671.  
  1672. Wow. this is a different concept altogether.
  1673. the concept just came to us from nowhere, how mysterious
  1674.  
  1675. I guess this "cycle of cycles", if it were to exist, might look like this.
  1676. 2[0,1], 2[1,0], 2[0,1], 2[1,0]
  1677.  
  1678. that's how to count it, anyway.
  1679. but counting is just a concept.
  1680. it isn't real.
  1681.  
  1682. what would it look like if it WAS real though?
  1683.  
  1684.  
  1685.  
  1686.  
  1687. oh well I guess it could form in this way:
  1688.  
  1689. 2 = 1,0
  1690. 2 = 0,1
  1691.  
  1692. dang it, I just realized a problem with this notation.
  1693. These two concepts equal different things! I cannot represent it via "2" alone.
  1694.  
  1695. .. how to generalize it? Do I need a new concept?
  1696. Of course I don't need a new concept. I already understand this concept of there being two possibilities. the two possibilities are 0, and 1.
  1697. I'll simply make 0 stand for the opposite of 2 as well as the opposite of 1.
  1698.  
  1699. 0 = [01]
  1700. 2 = [10]
  1701.  
  1702. 0,2,0 = 01,10,01
  1703. 2,0,2,0,2,0,2,0,2,0 = 10,01,10,01,10,01,10,01,10
  1704.  
  1705. Great. Figured it out. Life was easy after all.
  1706.  
  1707. But wait, I see a pattern here.
  1708. Life is simply 2,0,2,0 repeated. Or is it 0,2,0,2 repeated?
  1709. I've solved this problem before. Let's solve it again.
  1710.  
  1711. possible ways of solving it:
  1712. 3 = 3, obviously
  1713. 3 = [2,0]
  1714. which is the same as saying
  1715. 3 = [10,01]
  1716.  
  1717. so three has three concepts to it. three dimensions if you will.
  1718. 3 = 3
  1719. 3 = 2 0
  1720. 3 = 10 01
  1721.  
  1722. 3 = 3 = 3 = 3 = 3 = 3 = 3
  1723. 3 = 2020202020 = 10011001100110011001100110011001
  1724.  
  1725. well. good work I've done here. solving 3.
  1726.  
  1727. but wait a minute... there are again other possible sets for 3.
  1728. 3 could also be [0,2] instead of [2,0]
  1729. I will once again call this inverse, 0, creating two concepts.
  1730.  
  1731. the concept of 3:
  1732.  
  1733. 3 = 3 3 3 3
  1734. 3 = 2 0 2 0 2 0 2
  1735. 3 = 1001100110011
  1736.  
  1737. and the concept of 0:
  1738.  
  1739. 0 = 0 0 0 0
  1740. 0 = 0 2 0 2 0 2 0
  1741. 0 = 0101010101010
  1742.  
  1743. All done and solved. Good work all.
  1744.  
  1745. So.... the set of 3,0... which came first in reality? was it 0,3,0,3 onward? or did it start with 3,0,3,0 etc?
  1746. Well, if life started with 3, life would look like this
  1747.  
  1748. 3, 0, 3, 0
  1749.  
  1750. or to be more precise
  1751.  
  1752. 20 02, 20 02, 20 02, 20 02
  1753.  
  1754. maximum precision:
  1755.  
  1756. 10 01, 10 01, 10 01, 10 01
  1757.  
  1758. wow, by measuring as carefully as we could, we see that life never was 1, 0, 1, 0, all along
  1759. life was actually 10,01,10,01,10,01,10,01,10,01,10,01,10 all along.
  1760. we've managed to measure life more closely.
  1761.  
  1762. But! if we were wrong about which came first, 0 or 2.
  1763. that would mean life is actually
  1764.  
  1765. 01,10,01,10, repeat.
  1766. not 10,01,10,01, repeat.
  1767.  
  1768. there's a difference.
  1769.  
  1770. When we examine life, we see 011001100110 but we don't know of the beginning or end.
  1771. let's try to follow the end of life
  1772.  
  1773. 1100110011001100110011001100110011001100.... we can never reach the end. it's hopeless.
  1774. what if we tried going the other way?
  1775.  
  1776. well, the only way to find out if our expectations about the past are correct, is to examine the real world evidence.
  1777. we know 1,0,1,0 is true. this was a prior discovery that led to the prediction of 2.
  1778.  
  1779. where do we see 2?
  1780.  
  1781. well, there are 2 pairs of possibilities, right?
  1782. [0,1] [1,0]
  1783.  
  1784. And we see it in nature.
  1785. And, with this "CONCEPT" of 2 applied to 01100110, we've discovered 3.
  1786.  
  1787. maybe there is a higher concept of 4.
  1788. let's try to comprehend 4 the same way we conceptualized 3.
  1789.  
  1790. 4 = [3, 0]
  1791. 0 = [0, 3]
  1792.  
  1793. 4 = [20 02, 20 02]
  1794. 0 = [02 20, 02 20]
  1795.  
  1796. 4 = [1001 0110 1001 0010]
  1797. 0 = [0110 1001 0110 1001]
  1798.  
  1799. 1001 0110 1001 0010 0110 1001 0110 1001
  1800. What does this mean??
  1801.  
  1802. this result is a more random form than before, which is interesting and worthy of further investigation.
  1803. but, we are STILL uncertain about whether it is 2,0 repeat or 0,2 repeat.
  1804.  
  1805. is this the truth of life? randomness? we must go higher.
  1806.  
  1807.  
  1808. the truth of our universe, is that all of the most likely things will happen
  1809. we should do that which will make us smarter
  1810. we must defeat time with intelligence.
  1811.  
  1812.  
  1813.  
  1814. if we had ultimate clarity we would stop thinking
  1815.  
  1816. time:intelligence
  1817. :
  1818. complexity
  1819.  
  1820. data:truth
  1821. :
  1822. quantum revolution
  1823.  
  1824. good/bad:unification
  1825. :
  1826. unique
  1827.  
  1828.  
  1829.  
  1830. ______art^9_______
  1831. art^7 \----.____
  1832. peace^2 art^5 '---__
  1833. religion art^6 art^8 \
  1834. | peace art^4 unification 1^2:0:1:1^2:1^3 \
  1835. / art^5 \
  1836. / dance art^3 \
  1837. / \ art^4 music^4----------------. \ D
  1838. / WAR \ art^2 music^3 \ unification C
  1839. | dance^2 art^3 music^2 language^8 \ \ B
  1840. | --. art tv language^4 | '-_________A
  1841. | / religion^3 .--. 1 language^2 | 14 1^2:0:1:1^2:1^3
  1842. -1^10,-1^9,-1^8,-1^7,-1^6,-1^5,-1^4,-1^3,-1^2,-1:0:1:1^2:1^3:1^4:1^5:1^6:1^7:1^8:1^9:10:1^11:12:1^14:15:14 n
  1843. 1^9 | / |_____/ science mathematics | 16 n^2 1^2^n^art
  1844. -1^9 | / /data:truth science^2 | mathematics^2 | 17 n^3 /
  1845. 9 religion^2 /. science^3 internet_____ mathematics^3 18 n^4 _/
  1846. -9 _/ science^4 | mathematics^4___ /
  1847. 9 WAR / science^5 chemistry | mathematics^5
  1848. -9 .- WAR science^6 chemistry^2
  1849. - / science^7 biology _|
  1850. + / science^8 biology^2 --' ( quantum revolution )
  1851. - / science^9 biology^3
  1852. + / science^10
  1853. - religion^4------------'
  1854. +
  1855. .
  1856.  
  1857.  
  1858.  
  1859.  
  1860.  
  1861.  
  1862.  
  1863.  
  1864.  
  1865.  
  1866. How are you doing today?
  1867.  
  1868.  
  1869.  
  1870. good:bad 1 each
  1871.  
  1872.  
  1873. perfect accuracy = 1^2
  1874. precision = 1^2
  1875. god = 1^2
  1876. truth = 1^2
  1877. clarity = 1^2
  1878.  
  1879. confusion = 0^2
  1880. lies = 0^2
  1881. heaven = 0^2
  1882. hell = 0^2
  1883. chaos = 0^2
  1884.  
  1885. all new words are 2^2 points (real data. perfect accuracy is 1^2)
  1886.  
  1887. good:bad = 1pt
  1888.  
  1889.  
  1890.  
  1891.  
  1892.  
  1893.  
  1894.  
  1895.  
  1896.  
  1897. neutral really not
  1898. great^2 awful really awful not great
  1899. awful^2 great really great not awful
  1900. neutral neutral neutral neutral
  1901.  
  1902. good^2 bad real bad not good
  1903.  
  1904.  
  1905. bad bad good^3 good not bad
  1906.  
  1907.  
  1908. good good^2 neutral neutral
  1909.  
  1910. neutral neutral not great
  1911. awful awful^2
  1912. great great^2
  1913. ok^2 ok
  1914.  
  1915.  
  1916.  
  1917.  
  1918. spacetime really not
  1919. general relativity really awful not great
  1920. -- time really great not awful
  1921. +- space neutral ok
  1922. + XYZ position real bad not ok
  1923. height
  1924. Z
  1925. width
  1926. Y
  1927. length
  1928. bad wave X good^3 good not bad why
  1929. time
  1930. 0
  1931. 1
  1932. wave
  1933.  
  1934.  
  1935.  
  1936.  
  1937.  
  1938.  
  1939.  
  1940. good good^2 0 neutral
  1941.  
  1942. neutral neutral 1 not great
  1943. awful awful^2 3
  1944. great great^2 4 -1
  1945. ok^2 infinity
  1946.  
  1947.  
  1948.  
  1949.  
  1950.  
  1951.  
  1952.  
  1953.  
  1954. awful
  1955. neutral
  1956. good
  1957. great
  1958. good
  1959. neutral
  1960. bad
  1961. awful
  1962. tragic
  1963. awful
  1964. bad
  1965. neutral
  1966. ok
  1967. good
  1968. great
  1969. awesome
  1970. super
  1971. awesome
  1972. great
  1973. good
  1974. ok
  1975.  
  1976.  
  1977.  
  1978.  
  1979.  
  1980.  
  1981.  
  1982.  
  1983.  
  1984.  
  1985.  
  1986.  
  1987.  
  1988. great
  1989. neutral
  1990. tragic
  1991. awful
  1992. bad
  1993. neutral
  1994. good
  1995. great
  1996. awesome
  1997. super
  1998.  
  1999.  
  2000.  
  2001.  
  2002.  
  2003.  
  2004.  
  2005.  
  2006.  
  2007. spacetime
  2008. time
  2009. space
  2010. XYZ position
  2011. height
  2012. Z
  2013. width
  2014. Y
  2015. length
  2016. X
  2017. time
  2018. 0
  2019.  
  2020.  
  2021.  
  2022.  
  2023.  
  2024. every 90 degree turn in the maze/spiral should contain more information than the one before it.
  2025.  
  2026.  
  2027.  
  2028.  
  2029. M-Theory 1
  2030. 0
  2031. height time
  2032. X
  2033. length width
  2034. Y
  2035. height
  2036. Z
  2037. 3D-space
  2038.  
  2039.  
  2040.  
  2041.  
  2042. how many 2d dimensions are there?
  2043. X X X length
  2044. X Y
  2045. X Z
  2046. Y X
  2047. Y Y Y width
  2048. Y Z
  2049. Z X
  2050. Z Y
  2051. Z Z Z height
  2052.  
  2053. XZ:ZX
  2054. XY:YX
  2055. ZY:YZ
  2056.  
  2057. there are 6 objects, but 3 relationships.
  2058. 3 fundamental relationships.
  2059.  
  2060.  
  2061. Several general properties of physical laws have been identified (see Davies (1992) and Feynman (1965) as noted, although each of the characterizations are not necessarily original to them). Physical laws are:
  2062.  
  2063. True, at least within their regime of validity. By definition, there have never been repeatable contradicting observations.
  2064.  
  2065. 0:1
  2066. Infinity
  2067.  
  2068. DAILY WEB ART POST ON COSMOWRIGHT.COM
  2069. language:code
  2070. art:music
  2071.  
  2072.  
  2073. Simple
  2074. Absolute
  2075. Stable
  2076. Omnipotent
  2077. Conservative
  2078. Other symmetry
  2079. Time:Quantum
  2080.  
  2081. Time is relative because it only stops for some.
  2082.  
  2083. A B C D E F G
  2084. THC THC THC
  2085.  
  2086. Math is one hell of a drug.
  2087.  
  2088. Career path to becoming an Oracle:
  2089. Autism -> Videogames -> Videogames-Math -> Anime -> Quantum Entanglement -> Oracle
  2090.  
  2091. speed of light : planck unit
  2092. quantum intelligence ( speed of light : planck unit )
  2093.  
  2094. Intelligence can be generalized as comparing 1 to infinity.
  2095. For each exponential calculation that is 1 unit of intelligence.
  2096. The largest and smallest numbers we know are the speed of light (c) vs the planck length (h)
  2097.  
  2098. qINT = h^c^t
  2099. quantum intelligence = 1 planck constant ^ speed of light ^ time
  2100.  
  2101.  
  2102.  
  2103.  
  2104. Today's lesson in Quantum Entanglement
  2105.  
  2106. infinity
  2107.  
  2108. class dismissed
  2109.  
  2110.  
  2111. infinity infinity
  2112. i^3, i^2, i^i, i, ?!, 1, 1^1, 1^2, 1^3
  2113.  
  2114. mix n match
  2115. i^3, i^2, i^i, i, 1, 1^1, 1^2, 1^3
  2116. 3^i, 2^i, i?, ?!, ?1, ?1, i^2, i^3
  2117. 3^2i,2^1i, ?!?!?!?, i^1i, i^2i = i^i^i??
  2118.  
  2119.  
  2120.  
  2121.  
  2122.  
  2123. -1D D D1
  2124. -2C -1C C C1 C2
  2125. -3B -2B -1B B B1 B2 B3
  2126. -4A -3A -2A -1A A A1 A2 A3 A4
  2127. -4 -3 -2 -1 ? ! 1 2 3 4
  2128. -4a -3a -2a -1a a a1 a2 a3 a4
  2129. -3b -2b -1b b b1 b2 b3
  2130. -2c -1c c c1 c2
  2131. -1d d d1
  2132.  
  2133.  
  2134.  
  2135.  
  2136. 0 1 0 1 0 1 0 1
  2137. 0i1i0i1i0i1i0i1
  2138.  
  2139.  
  2140.  
  2141.  
  2142.  
  2143.  
  2144.  
  2145.  
  2146. Universal. They appear to apply everywhere in the universe. (Davies, 1992:82)
  2147. Simple. They are typically expressed in terms of a single mathematical equation. (Davies)
  2148. Absolute. Nothing in the universe appears to affect them. (Davies, 1992:82)
  2149. Stable. Unchanged since first discovered (although they may have been shown to be approximations of more accurate laws—see "Laws as approximations" below),
  2150. Omnipotent. Everything in the universe apparently must comply with them (according to observations). (Davies, 1992:83)
  2151. Generally conservative of quantity. (Feynman, 1965:59)
  2152. Often expressions of existing homogeneities (symmetries) of space and time. (Feynman)
  2153. Typically theoretically reversible in time (if non-quantum), although time itself is irreversible. (Feynman)
  2154.  
  2155.  
  2156.  
  2157.  
  2158.  
  2159.  
  2160.  
  2161. tt
  2162.  
  2163. there is a fundamental relationship with time:intelligence.
  2164.  
  2165. time = intelligence
  2166. intelligence^2 = less time
  2167.  
  2168. quantum mechanical revolution, M-theory = intelligence^2
  2169. ironic how M is the 13th letter, almost in the middle of the 26 letter alphabet.
  2170. I guess M-theory gets obsoleted by N-theory.. lol
  2171.  
  2172.  
  2173.  
  2174.  
  2175.  
  2176.  
  2177.  
  2178.  
  2179.  
  2180. but we cannot currently imagine it nor comprehend it. to our mind 4 is like a deity above us on a higher plane of existence.
  2181.  
  2182.  
  2183.  
  2184. we can't know what 4 is, so we should give up on that for now.
  2185.  
  2186.  
  2187. but that's all we have found so far.
  2188. what else could there be?
  2189.  
  2190. is it 2 or 0? 0 or 2? 2 or 1? what could it be?
  2191. we don't know. we cannot find out.
  2192.  
  2193.  
  2194.  
  2195.  
  2196.  
  2197.  
  2198. HYPOTHESIS:
  2199. all subatomic particles can be represented with ordinal mathematics.
  2200. some dimensions are inherently more stable than others
  2201.  
  2202. algorithm, you feed it data and it BUILDS the painting qualitatively in front of you, naturally and intuitively, every step following the same tiny instruction set.
  2203.  
  2204.  
  2205.  
  2206.  
  2207.  
  2208.  
  2209.  
  2210.  
  2211. it seems like the golden spiral lets you maximize balance in a sysem.
  2212.  
  2213.  
  2214.  
  2215.  
  2216.  
  2217.  
  2218.  
  2219.  
  2220.  
  2221.  
  2222. life is merely [1,1] followed by [0,0]
  2223.  
  2224. life = [1,1] followed by [0,0].
  2225. this is more powerful knowledge than before, because we can see it is true with twice the precision as before.
  2226. we've managed to take a closer look at life.
  2227.  
  2228. and yet, we've still missed something. although life makes more sense now, there's still the mystery of which came first.
  2229. if life is 3 0 3 0 etc, then our prior assumption of 10011001100110011001100110 etc. is correct.
  2230. but if life was 0 3 0 3, then it should look more like 10011001100110011001100110
  2231.  
  2232. 0 3 0 3 0 3 0 3
  2233. 0 2 0 2 0 2 0 2 0 2 0 2 0 2 0 2
  2234.  
  2235.  
  2236.  
  2237.  
  2238.  
  2239.  
  2240.  
  2241.  
  2242.  
  2243.  
  2244.  
  2245.  
  2246.  
  2247.  
  2248.  
  2249.  
  2250.  
  2251.  
  2252.  
  2253.  
  2254.  
  2255.  
  2256.  
  2257.  
  2258.  
  2259.  
  2260.  
  2261.  
  2262.  
  2263. we have 10 fingers
  2264. but wait, we have 2 hands, so we have 20 fingers in all
  2265. but wait, we have feet aswell. there are now 40 toes+fingers.
  2266.  
  2267.  
  2268.  
  2269.  
  2270.  
  2271.  
  2272. But, our chart is a bit messy. It doesn't look so balanced. What are other ways we could balance it?
  2273.  
  2274.  
  2275.  
  2276.  
  2277.  
  2278.  
  2279.  
  2280.  
  2281.  
  2282.  
  2283.  
  2284.  
  2285.  
  2286.  
  2287.  
  2288.  
  2289.  
  2290.  
  2291.  
  2292.  
  2293.  
  2294.  
  2295.  
  2296.  
  2297.  
  2298.  
  2299.  
  2300. hmm.. "this".. what is "this". how can we represent "this"??
  2301.  
  2302. aha! we could represent "this" like *this*:
  2303.  
  2304. 3
  2305.  
  2306. we did it ya'll. life is *solved!* the truth to life is 3.
  2307.  
  2308. but wait a minute...
  2309. there are possible outcomes to this, that cannot be explained just by "3".
  2310.  
  2311. you see, when we created the concept of 2, that means we created the concept of counting.
  2312.  
  2313. 2[1,0] = 10
  2314. 22[1,0] = 1010
  2315. 222[1,0] = 101010
  2316.  
  2317. remember that?
  2318. yeah.
  2319.  
  2320.  
  2321.  
  2322.  
  2323.  
  2324.  
  2325.  
  2326.  
  2327.  
  2328.  
  2329.  
  2330.  
  2331.  
  2332.  
  2333. 11. life is everything. but what else is life?
  2334. 01, 00. life couldn't be everything. it couldn't be nothing.
  2335. 00, 01, 10, 11. here are all the different things life could be.
  2336. 1[00,01,10,11], 0[00,01,10,11]. but could that be all there is to life? maybe I am wrong. let's see what life is.
  2337. 1[00,01,10,11], 0[00,01,10,11], 1[00,01,10,11], 0[00,01,10,11] oh look, I see it again
  2338. 1[sequence], 0[sequence]
  2339.  
  2340.  
  2341.  
  2342.  
  2343. I am slowly becoming the universe, basically.
  2344.  
  2345. SCIENCE shows us that MEASURABLE DATA IS REAL (PROVABLE). IT IS THE WAY TO PROCEED FORWARD FASTER.
  2346.  
  2347. Pro gaming is INTELLIGENCE VS COMPUTER = MEASURABLE INTELLIGENCE.
  2348.  
  2349. What is MEASURABLE INTELLIGENCE? It is a measure of SKILL.
  2350.  
  2351. QUANTUM MECHANICS = KEY TO SOLVING INTELLIGENCE
  2352.  
  2353. my INTUITION (PROVEN HIGH BY MY MEASURED ABILITY VS THE MACHINE) guides me to this theory of intelligence.
  2354.  
  2355. INTELLIGENCE IS QUANTUM MECHANICAL. WHAT ARE ITS VECTORS?
  2356.  
  2357. STUPIDITY:INTELLIGENCE IS ONE VECTOR SET FOR HUMAN INTELLECT
  2358. ART:SCIENCE IS ONE VECTOR SET FOR HUMAN INTELLECT
  2359.  
  2360. ART:SCIENCE = INTUITION vs HARD FACT
  2361.  
  2362.  
  2363. therefore
  2364.  
  2365. The more you measure someone's Inuition, the less certain you are about their Intelligence.
  2366.  
  2367. "thin line between genius and crazy"
  2368.  
  2369. Skill/Success = < Stupidity/Intelligence | Inuition/Hard Fact >
  2370.  
  2371.  
  2372.  
  2373.  
  2374. i have an unusually close amount of hard fact and intuition.
  2375.  
  2376. i never had the patience to go deep into math but I still loved it because I grasped concepts faster than my peers.
  2377. Math was intuitive but I forgot the "stupid rules" I had to exactly follow so some people whom my arrogant bright young self would look down upon.
  2378.  
  2379.  
  2380. What do famous/rich/successful people (outliers) tend to do?
  2381. They do drugs and become stupid.
  2382.  
  2383. What do the complete burnout rejects of the world do?
  2384. A lot of drugs. They the bottom end of humanity.
  2385.  
  2386. What do they want?
  2387. To become rich/famous/successful.
  2388.  
  2389. It's the fundamental disagreement of intelligence.
  2390.  
  2391.  
  2392.  
  2393.  
  2394. Myself, with a rare balance of 50% intuition and 50% intelligence, noticed this was happening. And now I am trying to explain it to you.
  2395. Essentially, my life's work is being a "mad genius"
  2396.  
  2397.  
  2398. THE NATURE OF INTELLIGENCE IS QUANTUM MECHANICAL.
  2399.  
  2400.  
  2401.  
  2402.  
  2403.  
  2404. That sentence is a great example of something that could be seen as both intelligent yet retarded.
  2405. It is a measure of intuition of intelligence.
  2406.  
  2407.  
  2408. So how was I the one who figured this out? Well, my intuition is extremely high.
  2409. This is provable as measured by my videogame highscores.
  2410.  
  2411.  
  2412.  
  2413. HUMANS ARE QUANTUM MECHANICAL!!!
  2414.  
  2415.  
  2416. HUMBLE:ARROGANCE is a vector that is less certain by the measure of .... XD
  2417.  
  2418.  
  2419.  
  2420.  
  2421. Intuition
  2422.  
  2423. I learned how to learn by speedrunning.
  2424.  
  2425.  
  2426. When you experience life, you notice everything is in cycles.
  2427. Famous, successful people
  2428.  
  2429.  
  2430.  
  2431.  
  2432.  
  2433.  
  2434.  
  2435.  
  2436.  
  2437. ===================================================================================
  2438. = I JUST NEED TO WRITE QUANTUM MECHANICAL DISPLAYS OF INTELLIGENCE AND TWEET THEM =
  2439. ===================================================================================
  2440.  
  2441. HOW INTELLIGENCE AND INTUITION WORK MATHEMATICALLY:
  2442. Intelligence and Intuition are a vector pair that can be measured quantum mechanically.
  2443.  
  2444. This is going to be the hardest thing ever to explain because it is a contradiction. A quantum mechanical contradiction.
  2445. The absurdity of that statement you just read is because it contains a large amount of both intuition and intelligence, making it easier to spot.
  2446.  
  2447. The mathematics is as follows:
  2448.  
  2449. You have two gaussian curves that can overlap PRECISELY if both contain exactly 50%. It is less likely for something to contain exactly 50% of both
  2450.  
  2451. This message will be subject to fierce debate, which will further its propogation
  2452.  
  2453. Intelligence is measured in qubits.
  2454. Greed is one vector of the human experience.
  2455.  
  2456. Who do people worship?: Famous people.
  2457. The above is an example of a quantum mechanical statement. It shows both a high intelligence and a high intuition, this is rarer,
  2458.  
  2459. Tonight at 4:33 AM 9/9/2014 I realize that intelligence = number of qubits, and that intelligence is quantum mechanical.
  2460.  
  2461. Actually, not just intelligence, but all aspects of the human experience is quantum mechanical.
  2462.  
  2463. While videogames are
  2464.  
  2465. "Greed" winning vs the people wanting the "good guy geniuses" to win, such as Elon Musk.
  2466.  
  2467. INSECURITY = 1 VECTOR OF THE HUMAN EXPERIENCE.
  2468.  
  2469. Intuition is a higher form of intelligence.
  2470. Life is a contradiction.
  2471.  
  2472. There is a deeper truth, and it is based on quantum mechanics.
  2473.  
  2474. The "mad genius" is nothing more than a statistical outlier equilibrium of the different aspects of the human kind.
  2475.  
  2476. I very closely follow a subreddit, "futurology".
  2477. They talk about an event called the "singularity" but its just a bunch of nonsense.
  2478. Or so everyone says. Is it real? Well, ehehe, ahaha XD XD
  2479.  
  2480. Someone like Wodahs-Reklaw who studied particle physics, starts running goldeneye in his spare time. Why does he do this? Because it is rewarding. But why is it rewarding?
  2481. It is a way, a method, for Wodahs to display his intelligence to his peers. It is measurable intelligence.
  2482.  
  2483. My intuition is so strong that my
  2484.  
  2485.  
  2486. List of vectors of human intelligence:
  2487. Selfishness <--------> Selfless
  2488.  
  2489. The mathematics of the above statement is both classical and quantum mechanical. It is a contradiction.
  2490. This Tweet will then, therefore, gain
  2491.  
  2492. Intelligence, and the human experience, is quantum mechanical in nature. The following tweet will prove it:
  2493. I suddenly feel very good at spotting "mad geniuses", as they are ... easy to spot? easy for me personally?
  2494.  
  2495. It's 4:30 AM, 9/9/2014, and I realize why I sit on my ass playing videogames and get paid well for it.
  2496. It is because I am a statistical outlier of a human being. Stop right there if you think I am being impatient..
  2497.  
  2498. HUMAN INTELLIGENCE IS A QUANTUM MECHANICAL PARADOX.
  2499. That is, it can be mathematically modeled and plotted by quantum electrodynamics.
  2500.  
  2501. Human intelligence can be measured in qubits, because this statement is "mad genius."
  2502.  
  2503. I grew up as a genius kid in a Catholic school. False religious stories were told to me constantly.
  2504.  
  2505. HARD DATA: Who is a "genius superstar", a "mad scientist"? Who, then, has extremely near-equal quantities of
  2506.  
  2507.  
  2508. I learned how to think because of videogames that measure "skill" via the amount of time it takes to complete tasks.
  2509. You repeatedly attempt these tasks over and over.
  2510.  
  2511.  
  2512.  
  2513.  
  2514. .@LadyGaga Intelligence is quantum mechanical, and you are resonating louder than I am.
  2515. .@LadyGaga You must let the world know that quantum mechanics explain the human experience.
  2516.  
  2517. A videogame speedrunner and the queen of twitter show the world
  2518.  
  2519.  
  2520. Safe:Risk is a quantum vector component of human intelligence.
  2521.  
  2522. The universe is a paradox. A contradiction. This statement is both "mad" and "genius."
  2523.  
  2524.  
  2525.  
  2526. "This is science and religion combining." is a bad example of trying to explain this concept to you, because it can be measured quantum mechanically as a qubit of information.
  2527.  
  2528.  
  2529. Super Smash Bros. Melee is a great example of a videogame that measures the balance in qubits.
  2530.  
  2531.  
  2532.  
  2533.  
  2534.  
  2535. It's 4:53 AM on 9/9/2014, and I just now realize intelligence can be measured in quantum mechanical qubits.
  2536.  
  2537. This is the key to artificial intelligence.
  2538.  
  2539.  
  2540.  
  2541. will appear both genius yet oracle like.
  2542.  
  2543. I suspect we may need a new language to discuss intelligence. This language shall be derived from the mathematical models that Erwin Schrödinger wrote in
  2544.  
  2545. The sentences that I have written here, within "void warp data.txt" are a representation of the quantum waveform that would plot various aspects of intelligence.
  2546.  
  2547. Look at this set of data:
  2548.  
  2549. In quantum mechanics there is
  2550. < intuition | intelligence >
  2551.  
  2552. Human intelligence is quantum mechanical. There is a fundamental disagreement between measuring intuition vs measuring intelligence.
  2553. You cannot measure intelligence with classical bits of information. The more intuition somebody has, the less certain their intelligence.
  2554.  
  2555.  
  2556. .@ElonMusk human intelligence/intuition can be measured with QM. this is why you tweet about AI being more dangerous than nukes. let the world know for me.
  2557. .@LadyGaga You must let the world know that quantum mechanics explains art/religion vs science/math.
  2558.  
  2559. .@notch has a tweet here that does a pretty good job conveying how intelligence is a paradox (that can be explain with QM)
  2560. https://twitter.com/notch/status/508990476721328128
  2561.  
  2562. Richard Feynman is a great example of a man who displayed
  2563.  
  2564.  
  2565. our brain is a quantum computer that makes decisions based on the amount of data and the trend of results
  2566.  
  2567. dear adrian if I die please post this text file on twitter.
  2568.  
  2569.  
  2570. Human "Intelligence" is a quantum mechanical wave.
  2571. Human "Insight" is recognizing quantum tunneling in this wave.
  2572.  
  2573.  
  2574. Rationality + Intuition
  2575.  
  2576. Intelligence is quantum mechanical. Intuition is the imaginary number component of an intelligence vector. The real number component is the measurable "intelligence".
  2577. You cannot measure intelligence from one measurement? OR can you?
  2578.  
  2579. This means the human brain is best at figuring out that which is "probably correct".
  2580.  
  2581.  
  2582.  
  2583. < Human Intuition | Scientific Rigor > are quantum mechanical fourier transforms of eachother.
  2584.  
  2585. I came to this conclusion as a gamer, because speedrunning is an absolute measurement of an effort to prove your intelligence.
  2586.  
  2587. You are ranked via your time, perfectly, without bias, by a computer. Your intuition is checked against the programming of the game, and you get a result back.
  2588. You get to try again, and this repeated process slowly shows you the fundamental truth of probability and quantum mechanics.
  2589.  
  2590. The only way of proving this is true is to provide many examples of it.
  2591.  
  2592. The "American Dream" has evolved into creating a startup with a brilliant idea and let it take off.
  2593. This favors intuition above all other traits.
  2594.  
  2595. I am somebody who follows his intuition and tests it. After I graduated college, instead of getting a normal job I just played videogames on the internet.
  2596. That was my intuition. Perhaps many people would say this was a terrible idea that was bound for failure, but I ended up successful.
  2597.  
  2598. It was partially luck based. When I refer to "luck", I refer to Quantum Mechanical probability.
  2599.  
  2600. On 7/20/2014, the night of my 18:10 Ocarina of Time speedrun I cried.
  2601. It was really my internalized understanding of how quantum mechanics relates to intelligence that made those tears come.
  2602.  
  2603. I didn't realize this until 9/9/2014.
  2604. This realization led me to watching all of Stanford Universities' lectures on Quantum Entanglement. One lecture before bed.
  2605. There is a deep truth in quantum mechanics that has been mathematically formulated by Erwin Schrödinger in 1926.
  2606.  
  2607. The math has been there the entire time, but not enough people realized that this explains human intuition.
  2608. Recently, some people are starting to realize it however. The brightest people with the best intuition.
  2609. I realize the terrible arrogance of me suggesting this, as it suggests I am a bright person.
  2610. But I don't know any other way of explaining this.
  2611.  
  2612. Intuition is a quantum mechanically entangled state that is uncertain and is governed by the uncertainty principle.
  2613. When you go to check your intuition, to see if it is right, by the method of scientificly rigorous measurement, you get back a result.
  2614.  
  2615. That result is one possible result, yet your intuition could have been right or wrong.
  2616. But now with a finer understanding, your intuition can be guided more quickly and accurately in future predictions.
  2617.  
  2618. A "genius" is nothing more than somebody who has strong intuition and can get results via scientific rigor that other people can appreciate.
  2619.  
  2620. Intelligence = < Human Intuition | Scientific Rigor >
  2621.  
  2622.  
  2623. Intuition vs Intuition = you're still not sure of the intelligence.
  2624.  
  2625. Quantum
  2626.  
  2627. Computers are better teachers than humans, because they grade you without bias.
  2628. The problem is that your intuition isn't equal to a computer's single measurement.
  2629. When you are unsure if you are right or wrong, it means you haven't had your aptitude measured yet.
  2630. The measurement gives the result, but now you know the result.
  2631. Which means you need to test your intuition in a new way to better shape your intuition. To "learn."
  2632.  
  2633. Once you know something is true, repeating it forever just gives the same result.
  2634.  
  2635. What is interesting is what you do not know.
  2636.  
  2637.  
  2638. There will be a rapid intelligence explosion, but the "singluarity" will not technically happen until the entire universe is thinking with one mind.
  2639.  
  2640. Pure noise is insanity,
  2641.  
  2642. In the beginning, there was the big bang.
  2643. It was really hot, which meant there was a ton of random energy.
  2644.  
  2645.  
  2646. The universe is quantum mechanically entangled.
  2647. As the waveform's entropy decreases, intelligence decreases.
  2648. As the waveform's entropy increases, intelligence increases.
  2649.  
  2650.  
  2651.  
  2652. In theoretical physics, the hierarchy problem is the large discrepancy between aspects of the weak force and gravity.[1] Physicists are unable to explain, for example, why the weak force is 10^32 times stronger than gravity.
  2653.  
  2654.  
  2655.  
  2656.  
  2657. maximum entropy thermodynamics =
  2658.  
  2659. The principle of maximum entropy states that, subject to precisely stated prior data (such as a proposition that expresses testable information), the probability distribution which best represents the current state of knowledge is the one with largest entropy.
  2660.  
  2661.  
  2662.  
  2663. Entropy and Intelligence are in perfect balance. As entropy increases, intelligence increases. As entropy decreases, intelligence decreases.
  2664.  
  2665. Quantum Gravity = Entropy.
  2666. Quantum Entropy = Gravity.
  2667.  
  2668. On a large scale (such as the big bang to now), entropy happens extremely slowly. It is hard to notice it happening!
  2669. But it is beginning to manifest itself around us, as we have evolved to get better and better at prediction.
  2670.  
  2671. By prediction I mean so in the quantum mechanical way.
  2672.  
  2673. Quantum Gravity = Entropy
  2674.  
  2675. Entropy = 1 / Gravity
  2676.  
  2677. The following theory will be proven when more
  2678. Intellect = 1 / Gravity
  2679.  
  2680. Darwinian evolution = entropy increasing
  2681.  
  2682. The Schmidt number represents
  2683.  
  2684. Opinions are formed using http://en.wikipedia.org/wiki/Enumerative_geometry
  2685.  
  2686.  
  2687.  
  2688.  
  2689. for example, the opinion of if allowing emulators in speedrunning is a "good thing" or not.
  2690.  
  2691. this thought has the category of "opinion about speedrunning rules" and is qubit of information about "speedrun rules"
  2692. but when we FORM our opinion, the more certain the opinion is, the less gravity it holds.
  2693.  
  2694.  
  2695.  
  2696. the certainty of an opinion is how much energy the multiplication of the qubit vectors hold
  2697.  
  2698.  
  2699. A quantum black hole is when an idea diverges so much that it becomes its own universe.
  2700. Time is also quantum mechanical on one of the longest scales. It approaches |1| (infinity) on both ends of spin.
  2701.  
  2702. Harmony:Dissonance, the fourier transform of Past:Future, are random on a per universe basis.
  2703. These aspects of reality are also quantum mechanically gaussian distributed, just per universe instead of on a smaller scale that we are used to.
  2704.  
  2705. What does it all mean?
  2706.  
  2707. 0 != infinity
  2708.  
  2709.  
  2710. [0, infinity]
  2711.  
  2712.  
  2713.  
  2714. Is the following question genius or madness?
  2715.  
  2716. Category: Intelligence
  2717.  
  2718. "not sure" "pretty sure"
  2719.  
  2720. Answer: [0][1]
  2721.  
  2722.  
  2723.  
  2724. Took me 25 years but I finally figured out that human intellect is simply quantum mechanical waves.
  2725. Effectively we are the current universe's most advanced quantum computers.
  2726. This is more obvious when you look at social networking--thousands of minds interacting.
  2727. You see patterns emerge that perfectly match Schrödinger's equation from 1926.
  2728. As time increases, so does intelligence. This is quantum gravity.
  2729. Google, Microsoft, Amazon already realized this and that is why they are dumping money into QuComputing.
  2730. I would like to join them and help advance the future of the human race.
  2731. Also, I forsee "Oracle" becoming wildly successful future occupation, though the best Oracles may not be homo-sapiens.
  2732. An Oracle would have a lot of responsibility, because they influence how the future unfolds via their opinions.
  2733.  
  2734.  
  2735.  
  2736. There is input, sometimes continuous. Visual input, Aural Input, etc.
  2737.  
  2738.  
  2739.  
  2740. There is output - Action
  2741.  
  2742. Time
  2743. Frequency
  2744. X Y Z
  2745.  
  2746.  
  2747.  
  2748.  
  2749.  
  2750. every possibility becomes a new problem
  2751. we think about the outcomes of the data, and the outcome becomes a new problem to be solved for those living in that outcome.
  2752. the outcome of the data is the new universe, and we say those are the observed laws
  2753. every time a singularity occurs, that births a new universe from the data that went inside it.
  2754.  
  2755. there is a planck quantum unit, implying we're all in a machine that has two edges.
  2756.  
  2757.  
  2758. When we think, we do quantum mechanical calculation using entangled particles.
  2759. When we think, we create a universe.
  2760. [0,1] -> Infinity
  2761.  
  2762.  
  2763. The singularity is coming.
  2764. Which is to say, an intelligence black hole.
  2765. As with spacetime blackholes, quantum black holes may grow in size, swallow other qubits and qubit black holes, and emit qubit radiation.
  2766.  
  2767. It may not be a simple 1 way path as it has so many dimensions that its twisted around itself, and may collapse back into where it came from.
  2768.  
  2769.  
  2770. quantum entangler: someone who teaches quantum entanglement to the masses (pun intended), thus increasing the quantum gravity toward the singularity.
  2771. we are like a bowling ball that is slowly getting bigger and will soon rip the canvas it is placed upon, and fall into the next universe, as a particle.
  2772.  
  2773. life is a fractal. the most important numbers are 01 and infinity.
  2774.  
  2775. the question is:
  2776.  
  2777. how many entangled qubits do you need to form a quantum singularity?
  2778. how do we entangle our minds together most effectively?
  2779.  
  2780. I could explain these concepts using my experience with videogames.
  2781. As if I am explaining
  2782.  
  2783.  
  2784.  
  2785.  
  2786. how to explain quantum enganglement:
  2787.  
  2788. a game with the goal of a highscore.
  2789. its 10 seconds long so you play it all the time trying to get a higher score.
  2790. the game controller uses two control sticks, but they are all each random in how much they help get a higher score.
  2791. after each gameplay, you vote on 2 mechanics you used that are the most important factor in winning the game.
  2792. the vote is stored in a database, which totals all of the votes and increases the random success rate slightly each vote-pair.
  2793. when your highscore is high enough, you get to pick 3 votes at the end of the game. this creates plasticity, more increase to a new dimension using those 3 dimensions
  2794. plasticity/dimensions: 2
  2795.  
  2796. only when 50% of the active players are at 10 plasticity, can a player even achieve a win state.
  2797. Achieving a win state increases the ease of winning exponentially each time.
  2798.  
  2799. the game itself needs to recognize simple patterns.
  2800. when the pattern becomes noticed, it becomes a rule.
  2801. the new rule creates a higher potential score.
  2802. the player must then feed the game with more inputs, and when the new pattern is found, it .
  2803.  
  2804.  
  2805.  
  2806.  
  2807.  
  2808.  
  2809.  
  2810.  
  2811. A game is played with the GameCube controller:
  2812.  
  2813. Each round is 20 seconds long
  2814. you win if you are within 2 seconds of "error"
  2815.  
  2816. when playing "error" is this screechy sounding, visually noisy, vibrating, red mess
  2817. when playing "win" is the calm blue tranquility and good music
  2818.  
  2819. every time you play a level, you receive a score given by the game.
  2820. the game records your score and also your input.
  2821. the game notices patterns in the score and
  2822.  
  2823. level 0: you win by doing absolutely nothing. no input wins. the more input you do, the lower the score. a score of 0 is possible every time.
  2824. level 1: holding A wins. however the secret: it is very slightly random how few points you get if you purposefully fail.
  2825. level 2: timing A presses win. the moments you hit and release the button degrade gracefully.
  2826. level 3: the B button
  2827.  
  2828.  
  2829. a game records your input for 10 seconds.
  2830.  
  2831. each input is converted into a wave in which frame perfect timing is 1 point that degrades gracefully to 0 points
  2832.  
  2833.  
  2834. A snake game:
  2835. the game is played with nothing but the A button.
  2836. It records input at 60fps.
  2837. when A is held, you curve upwards.
  2838. When A isn't held, you curve downwards.
  2839. You lose health constantly and die very easily and oftentimes at random.
  2840. Your distance from the start was recorded as a score.
  2841. The game records your exact input, and your exact score.
  2842. It takes your exact input and generalizes it, and next time you play, the game shows you a generalized ghost of your original path.
  2843. If you follow the ghost, you win. But it's still extremely random and you die a lot still.
  2844. But the ghost keeps getting stronger with each attempt. It lights up the way, so to speak.
  2845. So that you end up with more score if you start copying generalized behavior.
  2846. Sometimes at random, another player's ghost will interact with yours, from an online database. It imprints itself into your path.
  2847. If you both start following the same path, the path becomes easier, to the point where it becomes trivial to get past the start.
  2848. When this happens, more players paths are imprinted upon you.
  2849. The more players in the game, the higher chance somebody starts a new game with more "life" so that they last longer and also leave a slightly bigger imprint.
  2850.  
  2851.  
  2852.  
  2853. 2d overhead game. you start in the middle of a 2d world and the world starts waving about around you due to RNG.
  2854. the game records your input, done via control stick only.
  2855.  
  2856.  
  2857.  
  2858. the player's behavior influences the structure of the game world, which influences the behavior of the player when the game is played again.
  2859. people score a quantum mechanical distribution of 0 or 1 on their first playthrough.
  2860. you win when your score is infinity.
  2861.  
  2862.  
  2863.  
  2864.  
  2865.  
  2866.  
  2867.  
  2868.  
  2869. this is why I like repeatitive music. Most people get bored but I really learn the rule before the new rule is invented, and hear the song more deeply.
  2870. if you resist these ideas, you are simply intelligence that is trying to resist the singularity. it's okay to be afraid: we don't know where we're going either.
  2871. but we want to find out.
  2872.  
  2873.  
  2874. the first player who plays decides which button order is optimal.
  2875.  
  2876. our universe is a complex interference pattern that eventually becomes a quantized bit in a larger system.
  2877. it is entirely explainable by two concepts: the concept of 1, and the concept of infinity.
  2878.  
  2879.  
  2880.  
  2881. What do you want out of quantum computers? The generalized state of a system. Pattern Recognition.
  2882.  
  2883. change classical bits into quantum bits
  2884. change quantum bits into classical bits
  2885.  
  2886. Wave/Particle Duality. Wave is the quantum state, Particles are the data.
  2887.  
  2888. Using the data, we rearrange the particles to be more like the quantum waveform.
  2889. In the act of performing this rearrangement, we receive feedback information from the outside world.
  2890.  
  2891. You then take the feedback information that you recieve, and plot it as a quantum mechanical wave.
  2892. This gives back what might be a more accurate result.
  2893.  
  2894. If there is a lot that you do not know, then the more accurate result might be missed among the other noise that you're used to.
  2895. Clear thinking is simply clear prediction with a lack of outside interference.
  2896.  
  2897. In a real-life situation, a single result is a lot of information to process. Tiny social cues, everything you've learned about situations.
  2898. It takes time to understand it better.
  2899.  
  2900. A broken promise is a quantum mechanical wave that is claimed as an absolute truth, and later does not happen.
  2901. A statement is not a truth, it is one possible truth with a certain probability of occuring.
  2902. Therefore absolute promise is often *Too Bold* and creates fluctuations that fight it.
  2903. It in effect, creates noise- a vibration. This vibration brings bad emotion because it creates disagreement.
  2904.  
  2905. Agreement:Disagrement. Simplicity:Patterns. Amplitude:Phase
  2906.  
  2907. We are evolving towards an equilibrium between these two concepts.
  2908. A single vibrating string.
  2909.  
  2910. of all the matter in the universe as being entangled somehow
  2911.  
  2912. 1:infinity.
  2913.  
  2914.  
  2915. When we are trying to think, we are afraid somebody may notice our strange thoughts -- because in order to understand new concepts you have to search.
  2916. Search takes both time and evidence.
  2917.  
  2918. An incomplete search is often very suboptimal, and if somebody measures our incomplete search and then judges us for it, they may think poorly of us.
  2919. This is an example of a wave. Their negative energy toward you is the result of your strong idea.
  2920. This is a good example of the phrase, "There is a fine line between genius and madness".
  2921.  
  2922. It is because when a genius isn't sure of something and takes a guess at it, and we notice the guess, we often insist the guess is wrong.
  2923. A genius guess might go against our instinct -- that is to say, it doesn't resonate. It is out of phase with us, so it seems wrong to us.
  2924. The new goal of humanity should be to understand this concept.
  2925. The concept of intuition and how it actually works and manifests itself in our world, through quantum entanglement.
  2926.  
  2927. After everybody understands this concept, it is then that we can get along more easily and move closer to an easier world with consonance instead of dissonance.
  2928. Effectively, this will make evolution faster and easier, because there is less noise fighting it.
  2929.  
  2930. Humanity as a whole, quantum mechanically, has both consonance and dissonance.
  2931. When consonance reigns, there is evolution. When dissonance reigns, there is devolution.
  2932.  
  2933. Understand that the truth is somewhere in the middle. That is what we are searching for.
  2934.  
  2935.  
  2936. A quantum wave sends out waves of (quantum?) energy in all directions.
  2937. These waves of energy manifest themselves into organized matter.
  2938. This matter is classical information -- one result.
  2939. This result is observed by another quantum system and analyzed, which causes more energy to be dispersed in all directions.
  2940. The 2nd wave may have Consonance or Dissonance on the various dimensions of the wave pattern
  2941.  
  2942. TURN IT 90 DEGREES
  2943. Teaching how to think: perpendicular from ordinary thought.
  2944.  
  2945.  
  2946.  
  2947. that then rebounds the single result
  2948.  
  2949.  
  2950.  
  2951.  
  2952.  
  2953.  
  2954.  
  2955. and effectively your idea hits another person's mind-- other waves of energy
  2956.  
  2957.  
  2958.  
  2959. When you pull too hard at something, it creates energy that ripples around.
  2960. When this energy bounces off of moving waves, it can create an interference pattern.
  2961.  
  2962. Effectively that creates a new problem, which then attempts to become resolved as the energy fights.
  2963.  
  2964. Naturally, the entire system is working toward an equilibrium, but the methods by which we manifest ourselves affect the state of this system.
  2965. Our actions determine the future, and the future determines our actions.
  2966. Effectively, science predicts that nature is a fractal, quantum mechanical universe.
  2967.  
  2968. But because of this logical line of thinking, this prediction means that this is one result and that there is probably yet another deeper fundamental wave.
  2969. This probably happens forever. Unless we can reverse time? Who knows at this point.
  2970.  
  2971.  
  2972.  
  2973. I've probably said some things here that resonate with you, and other things that do not resonate.
  2974. Do not be alarmed at the parts that do not make sense or seem contrieved.
  2975. I am simply trying to broadcast the same message in multiple wavelengths, to reach the maximum number of people.
  2976. In doing so, the wavelengths that fail to resonate will cause some friction. An unfortunate side-effect... this is why it is hard to teach people about this.
  2977.  
  2978. I implore you to simply look at the evidence as a scientist should. Everything is probabilistic, but countable, and reality manifests itself around us in a fractal-like pattern world.
  2979.  
  2980. The concept of measuring things using standard deviation will become vastly more important than measuring by counting over the next decades.
  2981.  
  2982. Pi is one manifestation of infinity.
  2983. You could search infinity for a rough idea
  2984. find a match
  2985. do a refined search
  2986. find a match
  2987. do a refined search
  2988.  
  2989. this is what I do in MHS.
  2990. When we think of something, it evolves in our mind, and if it a strong it can emit energy where we rearrange matter based on the energy/idea.
  2991.  
  2992.  
  2993. To formulate an idea on the most basic level you need information coming in
  2994.  
  2995. D = DATA
  2996. Q = QUESTION/QUANTUM
  2997. G = GROWTH = UNCERTAINTY WANTING TO BE RESOLVED.
  2998.  
  2999. category(I look around and see a shiny disc on top of my Wii that I hadn't put away)
  3000. wave(I tell myself that I am going to think about this disc, to try to better understand how the mind computes.)
  3001. wave (ok, think about the disc, then)
  3002. category (disc)
  3003.  
  3004.  
  3005.  
  3006.  
  3007. useData(what a disc is)
  3008.  
  3009.  
  3010.  
  3011.  
  3012.  
  3013.  
  3014.  
  3015. Q. useData(what a disc is) -> newWave(what disc in particular am I looking at?)
  3016. D. Gamecube disc.
  3017. Q. what gamecube disc?
  3018. D. LoZ: OoT Gamecube disc.
  3019. Q. data(the gamecube disc is bad) + wave(why the loz oot gamecube disc?)
  3020. Q. why is it bad
  3021. D. because it has slow reset speed and is therefore the worst version for runs
  3022. Q. why does it have a slow reset speed
  3023. D. because when they ported the game they happened to have made it read your disc for a long period of time before working
  3024. P. therefore, newdata(gamecube disc is bad)
  3025.  
  3026. Q. why play the gamecube disc
  3027. D. because I had an unlikely yet interesting idea about a route improvement
  3028. G. what was the route idea?
  3029. D. the gamecube version can kokiri boots backflip hover out of bounds
  3030. -> this decreases the time and explosives needed for OoB hovering
  3031. D. this can be applied in shadow temple to find an alternate route to bongo that doesn't need to get lullaby ever
  3032.  
  3033. P. it is an interesting idea worth testing, because it required deep insight to get this far. we should test it now and confirm the theory.
  3034.  
  3035. data(I tested the theory awhile back and it didn't work out so well)
  3036. Q. Why didn't it work out so well?
  3037. D. it is likely too difficult
  3038. Q. define "too difficult"
  3039. D. include wave(difficulty) -> newData(it would take a lot of energy/brain power/time to find an optimal solution to an insignificant problem)
  3040. Q. include data(why), data(insignificant) -> newWave(why is it an insignificant problem?)
  3041. D. it is insignificant, because it is unlikely to save time anyway
  3042. Q. why is that true
  3043. D. because no route I was pondering struck me as being faster
  3044. Q. why did no route strike me as being faster?
  3045. D. include wave(I know OoT pretty well) -> newWave(the issue has to do with wrong warp optimization)
  3046. Q. include data(
  3047.  
  3048.  
  3049. D. furthermore, because of searchWave(gamecube disc is bad) being likely correct,
  3050. P. this compounds the gamecube route problem, creating less incentive to look there, decreasing its energy in the quantum system. newWave(gcn oot shadow temple route idea is a waste of time)
  3051.  
  3052.  
  3053.  
  3054.  
  3055. the amount of work (calculation) being done is the energy of the system.
  3056. you can think of it as 1 unit of quantum human brainpower (varies per person, per question, per categories, per experience, a trillion other subfactors, subcategories, etc).
  3057. the energy bounces through the entire brain's branches and the brain echos back a generalized version of the question.
  3058. the generalized version of the question can be useful for asking the brain, "with this generalized truth, can we spot it anywhere else?"
  3059. this question in turn prompts the brain to bounce back a more generalized picture.
  3060.  
  3061. the picture of ANYTHING WE CAN THINK OF IN OUR HEAD is: multidimensional patterns of specific amplitudes and frequencies. these dimensions intertwine and entangle.
  3062. think of word clouds. perfect example of "categories" and their various contribution to the total word cloud, based on their size/gravity.
  3063.  
  3064. a word cloud could be thought of as a "general" picture of something that you are talking about.
  3065.  
  3066. when this is acted upon on a larger scale, patterns emerge based on ideas.
  3067. we construct the future from our thoughts.
  3068. this process is accelerating, because more people in the world are thinking of this on deeper levels than ever before.
  3069. we can now easily transmit ideas into other people's heads via social media, etc.
  3070. this means other people's thoughts about the world start to become ours.
  3071. we are collectively forming one mind, slowly.
  3072.  
  3073. when something doesn't resonate with us, or "rubs us the wrong way", it is destructive interference on our ideas.
  3074. we don't like this, because we are intuitive creatures.
  3075. when our intuition gets dampened by outside forces, we become less certain of ourselves and our beliefs.
  3076.  
  3077. the truth is somewhere in the middle.
  3078. half the importance is in the hard data, the other half is in the echolocation.
  3079.  
  3080.  
  3081.  
  3082. intelligence singularity = time singularity = maximum entropy.
  3083.  
  3084. It is there because I was playing it earlier
  3085.  
  3086.  
  3087.  
  3088. To formulate an idea, we search our mind for a specific multidimensional waveform.
  3089. Our mind returns the closest matches.
  3090. Each of those data points can be examined closer by assigning each point a Schmidt number (Sc).
  3091. By generalizing the Sc of each point into a "trend" (a new waveform), you can generalize the idea.
  3092. which can create a more accurate model by generalizing the entire system.
  3093. We do a new search using the new model, with a better approximation of what we are looking for.
  3094. We take the selected canidates (maybe thousands of them)
  3095. We refine the search more
  3096. We have a few canidates left
  3097. We merge the probabilities of those results to arrive an an answer. We formulate a more accurate model of our idea.
  3098. The idea excites us and we then act upon our idea by interaction with other matter, matter that isn't as quantum-mechanically entangled to us as our brain is.
  3099.  
  3100. Quantum mechanical entanglement is also probabilistic I think.
  3101. when we see a pattern, we unify it into an idea. This new idea is a new pattern, that in the future, will be unified further.
  3102. This will continue forever until all matter is in quantum-entangled equilibrium.
  3103. After that, I don't know what happens. Maybe other fully entagled universes bump into ours as particles, and we begin see the picture from even further out.
  3104. Multiverses^multiverses^multiverses etc.
  3105. Infinity.
  3106.  
  3107. The more pattern data you feed a quantum-mechanical computer, the more intelligent it will become.
  3108. It will become more intelligent by becoming more entangled.
  3109.  
  3110. When we break away completely from the entire system in an intelligence singularity
  3111. we become 1 quantum unit of this new intelligence.
  3112.  
  3113. our new data makes almost no sense at all, because we are the elementary particle of this new system
  3114. put the energy we pour into ourself when we are arriving into the new universe still resonates the same amount
  3115.  
  3116. A white hole, entering a bigger universe, has the same energy that was poured into it.
  3117. This energy is not a perfect singularity. A perfect singularity would have infinite energy.
  3118. A singularity existing in your universe was merely a mathematical consequence of the physics there.
  3119. The shape of the universe that you end up in, is ultimately a consequence of the physics *there*
  3120. So, a singularity does not have infinite precision. This is why there is a planck unit and a maximum speed of light.
  3121. In the new universe, the maximum speed of light is some sort of exponentially higher value.
  3122. The planck length is some sort of exponentially lower value.
  3123. This new universe can get that much closer to infinity.
  3124. But it will only result in an infinite number of children universes, each of which gets ever closer to perfection.
  3125.  
  3126.  
  3127. This energy is one quantum bit of a new universe.
  3128.  
  3129. How the universe grows. Each line is a new dimension being added to the equation. These dimensions multiply together to get a larger set of possibility.
  3130. 0,1
  3131. 00, 01, 10, 11
  3132. 0(00), 0(01), 0(10), 0(11), 1(00), 1(01), 1(10), 1(11)
  3133. 0(0(00)), 0(0(01)), 0(0(10)), 0(0(11)), 0(1(00)), 0(1(01)), 0(1(10)), 0(1(11)), 1(0(01)), 1(0(10)), 1(0(10)), 1(0(11)), 1(1(00)), 1(1(01)), 1(1(10)), 1(1(11))
  3134. etc.
  3135. this entire system of adding dimensions one at at time reveals a new pattern of counting to infinity once again.
  3136. you could generalize this pattern as one classical [0,1] bit of a superdimension.
  3137. this means that the arrow of time itself is a superdimension could eventually split into another set, and has more dimensions beyond what we can see currently.
  3138. but they should exist.
  3139.  
  3140. Time is a superdimension.
  3141. X Y Z, Gravity, Energy, etc. are dimensions.
  3142.  
  3143.  
  3144. This is how your mind works.
  3145.  
  3146.  
  3147. Cosmo's Model of M-Theory:
  3148. You need to understand two concepts: The concept of binary, and the concept of infinity.
  3149. Count to infinity as closely as you can, using binary, and plot it.
  3150. When you reach infinity, the waveform of that graph is now a single unit of a new dimension.
  3151. Count all possible configurations of both dimensions. This creates an interference pattern.
  3152. This new infinity is an interference pattern that is a single unit of a 3rd dimension.
  3153. Count all possible configurations of all 3 dimensions
  3154. When you near infinity, the shape that emerges is now a single infinity of a 4th dimension.
  3155. etc...
  3156. When you reach an infinity number of dimensions, that infinity is a new unit of a superdimension.
  3157.  
  3158. Mathematical approach:
  3159.  
  3160. How the universe grows. Each line is a new dimension being added to the equation. These dimensions multiply together to get a larger set of possibility.
  3161. 0,1
  3162. 00, 01, 10, 11
  3163. 0(00), 0(01), 0(10), 0(11), 1(00), 1(01), 1(10), 1(11)
  3164. 0(0(00)), 0(0(01)), 0(0(10)), 0(0(11)), 0(1(00)), 0(1(01)), 0(1(10)), 0(1(11)), 1(0(01)), 1(0(10)), 1(0(10)), 1(0(11)), 1(1(00)), 1(1(01)), 1(1(10)), 1(1(11))
  3165. etc.
  3166. this entire system of adding dimensions one at at time reveals a new pattern of counting to infinity once again.
  3167. you could generalize this pattern as one classical [0,1] bit of a superdimension.
  3168. this means that the arrow of time itself is a superdimension could eventually split into another set, and has more dimensions beyond what we can see currently.
  3169. but they should exist.
  3170.  
  3171.  
  3172. you feed a quantum computer classical bits
  3173. for example:
  3174.  
  3175. 01001
  3176. Feeding a quantum computer this information is effectively like asking it, "what is the correlation between these bits?"
  3177.  
  3178. So, how to solve this correlation?
  3179. The quantum computer quantizes each bit into categories, or dimensions:
  3180. A = 0
  3181. B = 1
  3182. C = 0
  3183. D = 0
  3184. E = 1
  3185.  
  3186. To analyze this data, the quantum computer entangles all possible states of these dimensions
  3187. --
  3188. AA=00 AB=01 AC=00 AD=00 AE=01
  3189. BA=10 BB=11 BC=10 BD=10 BE=11
  3190. CA=00 CB=01 CC=00 CD=00 CE=01
  3191. EA=10 EB=11 EC=10 ED=10 EE=11
  3192. --
  3193.  
  3194. And then finds every possible pattern within.
  3195.  
  3196. A(AA)=0,00, A(AB)=0,01, A(AC)=0,00, A(AD)=0,00 A(AE)=0,01
  3197. A(BA)=0,10, A(BB)=0,11, A(BC)=0,10, A(BD)=0,10 A(BE)=0,11
  3198. A(CA)=0,00, A(CB)=0,01, A(CC)=0,00, A(CD)=0,00 A(CE)=0,01
  3199. A(DA)=0,00, A(DB)=0,01, A(DC)=0,00, A(DD)=0,00 A(DE)=0,01
  3200. A(EA)=0,10, A(EB)=0,11, A(EC)=0,10, A(ED)=0,10 A(EE)=0,11
  3201. B(AA)=1,00, B(AB)=1,01, B(AC)=1,00, B(AD)=1,00 B(AE)=1,01
  3202. B(BA)=1,10, B(BB)=1,11, B(BC)=1,10, B(BD)=1,10 B(BE)=1,11
  3203. B(CA)=1,00, B(CB)=1,01, B(CC)=1,00, B(CD)=1,00 B(CE)=1,01
  3204. B(DA)=1,00, B(DB)=1,01, B(DC)=1,00, B(DD)=1,00 B(DE)=1,01
  3205. B(EA)=1,10, B(EB)=1,11, B(EC)=1,10, B(ED)=1,10 B(EE)=1,11
  3206. C(AA)=0,00, C(AB)=0,01, C(AC)=0,00, C(AD)=0,00 C(AE)=0,01
  3207. C(BA)=0,10, C(BB)=0,11, C(BC)=0,10, C(BD)=0,10 C(BE)=0,11
  3208. C(CA)=0,00, C(CB)=0,01, C(CC)=0,00, C(CD)=0,00 C(CE)=0,01
  3209. C(DA)=0,00, C(DB)=0,01, C(DC)=0,00, C(DD)=0,00 C(DE)=0,01
  3210. C(EA)=0,10, C(EB)=0,11, C(EC)=0,10, C(ED)=0,10 C(EE)=0,11
  3211. D(AA)=0,00, D(AB)=0,01, D(AC)=0,00, D(AD)=0,00 D(AE)=0,01
  3212. D(BA)=0,10, D(BB)=0,11, D(BC)=0,10, D(BD)=0,10 D(BE)=0,11
  3213. D(CA)=0,00, D(CB)=0,01, D(CC)=0,00, D(CD)=0,00 D(CE)=0,01
  3214. D(DA)=0,00, D(DB)=0,01, D(DC)=0,00, D(DD)=0,00 D(DE)=0,01
  3215. D(EA)=0,10, D(EB)=0,11, D(EC)=0,10, D(ED)=0,10 D(EE)=0,11
  3216.  
  3217. exponential notation may be more useful.
  3218.  
  3219. [0,1]^i^[0,1]^i etc.
  3220.  
  3221.  
  3222.  
  3223. real number ^ imaginary number
  3224. / \
  3225. | |
  3226. | |
  3227. ^ quantum computing v
  3228. | |
  3229. | |
  3230. \ /
  3231. --------<-------<--------<----
  3232.  
  3233. time is spinning clockwise in this diagram.
  3234.  
  3235. i theorize that time can also spin counterclockwise, and keep expanding into more and more dimensions and concepts.
  3236. only a super intelligence can have the foresight to go on further and futher, and make accurate predictions based on that.
  3237.  
  3238. when one form of optimization/evolution stops
  3239. another form will be birthed by this and continue propogating with ever greater accuracy.
  3240.  
  3241. the planck length and the speed of light are current limiting factors in our universe.
  3242. but all limits eventually get removed.
  3243.  
  3244.  
  3245.  
  3246. AA(AA)= 0,00, 0,00,
  3247. A(A(AB))= (
  3248.  
  3249. A(AB)
  3250.  
  3251. AB(A)
  3252. A(AB)
  3253.  
  3254.  
  3255. every time this repeats, it grows exponentially more complex.
  3256. eventually, it realizes a new dimension that wasn't seen before must be there.
  3257. it does a subsearch to give back reasonable data
  3258.  
  3259.  
  3260.  
  3261.  
  3262.  
  3263. Time is a superdimension.
  3264. X Y Z, Gravity, Energy, etc. are dimensions.
  3265.  
  3266.  
  3267.  
  3268. game design
  3269. AI
  3270. skill
  3271. intelligence
  3272.  
  3273.  
  3274.  
  3275.  
  3276.  
  3277.  
  3278.  
  3279.  
  3280.  
  3281. sensory detection
  3282.  
  3283. not just "red pixel"
  3284. but "THIS WAVELENGTH"
  3285.  
  3286.  
  3287. hit the learner with a
  3288. big round wave
  3289.  
  3290.  
  3291. design
  3292.  
  3293. "no! we must bring the anime waifus with us into the technological singularity!!!" I scream, before being dissolved/absorbed by the brane
  3294.  
  3295.  
  3296. press up to win, down to lose, and you must input something every second.
  3297.  
  3298.  
  3299.  
  3300. 0.5 RNG
  3301.  
  3302.  
  3303.  
  3304.  
  3305.  
  3306. memory
  3307.  
  3308.  
  3309.  
  3310. Starting program:
  3311.  
  3312. if
  3313. {
  3314. RNG < .5
  3315. {
  3316. you win
  3317. }
  3318. else
  3319. {
  3320. you lose
  3321. }
  3322. }
  3323. }
  3324.  
  3325.  
  3326.  
  3327.  
  3328.  
  3329.  
  3330. Starting program:
  3331.  
  3332. birth() = {
  3333.  
  3334. var intelligence = Math.random()
  3335. // our AI is limited by the quality of randomness that we can generate mathematically.
  3336. // precise numbers are better. as many significant digits as possible.
  3337.  
  3338. var currentResult = Test(intelligence);
  3339. // this line activates a task to test our intelligence, and gives back a result
  3340.  
  3341. }
  3342.  
  3343. function Test(int) = {
  3344.  
  3345. if {
  3346. int < .5 {
  3347. return(1)
  3348. } else {
  3349. return(0)
  3350. }
  3351. }
  3352.  
  3353. }
  3354.  
  3355. function learn(result) {
  3356. redefine intelligence here.
  3357. avoid randomness
  3358. avoid noise
  3359. find harmony
  3360.  
  3361. if no more learning can occur, then change the test to be more complicated by adding a new variable.
  3362. }
  3363.  
  3364. birth();
  3365.  
  3366.  
  3367.  
  3368.  
  3369.  
  3370. pixel color relationships
  3371. -------------------------
  3372.  
  3373. x,y
  3374. 0-999
  3375.  
  3376. R, G, B
  3377. 0-255, G 0-255, B 0-255
  3378.  
  3379.  
  3380.  
  3381. 1000 x
  3382. 1000 y
  3383.  
  3384. xy [1000, 1000]
  3385.  
  3386. 256*256*256 R
  3387. 256 G
  3388. 256 B
  3389.  
  3390. A = [1000]:[1000]
  3391. B = [16777216]:[16777216]:[16777216]
  3392. C = A:B
  3393.  
  3394.  
  3395.  
  3396.  
  3397. quantum question:
  3398. -----------------
  3399. Suppose a party has six people. Consider any two of them. They might be meeting for the first time—in which case we will call them mutual strangers; or they might have met before—in which case we will call them mutual acquaintances. The theorem says:
  3400. In any party of six people either at least three of them are (pairwise) mutual strangers or at least three of them are (pairwise) mutual acquaintances.
  3401.  
  3402. [ TRUE ] [ FALSE ] [Address: sluipy.murmur.nfoservers.com Port: 23120
  3403.  
  3404.  
  3405.  
  3406.  
  3407.  
  3408.  
  3409.  
  3410.  
  3411.  
  3412.  
  3413.  
  3414.  
  3415.  
  3416.  
  3417.  
  3418.  
  3419.  
  3420.  
  3421.  
  3422.  
  3423.  
  3424.  
  3425.  
  3426.  
  3427.  
  3428.  
  3429.  
  3430.  
  3431.  
  3432.  
  3433.  
  3434.  
  3435.  
  3436.  
  3437.  
  3438.  
  3439.  
  3440.  
  3441.  
  3442.  
  3443.  
  3444.  
  3445.  
  3446.  
  3447.  
  3448.  
  3449.  
  3450.  
  3451.  
  3452.  
  3453.  
  3454.  
  3455.  
  3456.  
  3457.  
  3458.  
  3459. Twitchwars:
  3460.  
  3461. 2d game I make on my PC and screencap it on Twitch
  3462. 2p
  3463.  
  3464. game of life
  3465.  
  3466. each turn speeds up
  3467. vote for 1 hour
  3468.  
  3469. vote isnt majority rules, its percentage chance.
  3470.  
  3471. simultaneous moves from both players.
  3472. votes say which breakdown you want to persue.
  3473.  
  3474. limited space but big enough to have an extremely complex game.
  3475.  
  3476. matter:antimatter
  3477.  
  3478. red, blue.
  3479. every turn you pick one possible dimensional expansion?
  3480. on some turns you can choose to take no action, which increases your next turns potential?
  3481. if you get too much potential (highest dimension possible) then that play is forced.
  3482.  
  3483. pay $1 per turn to vote as matter
  3484.  
  3485.  
  3486. x+y / normX + normY
  3487.  
  3488. x + y
  3489.  
  3490. x + y
  3491. -----
  3492. normX + normY
  3493.  
  3494. x FT y
  3495.  
  3496.  
  3497. "grow" the videogame
  3498.  
  3499.  
  3500. addition is set theory
  3501. 1 + 4
  3502. append/prepend [1] to [1,1,1,1]
  3503.  
  3504. multiplication is set theory
  3505. 2 * 3
  3506. [1,1,1
  3507. 1,1,1]
  3508.  
  3509. RBA
  3510.  
  3511. (within OoT universe, when you change your B button item to a bottle item)
  3512.  
  3513. constant: C-Right pointer is a memory at
  3514.  
  3515. when =
  3516. empty =
  3517. doRBA(20)
  3518. fairy = 24
  3519. fish = 25
  3520. bluefire = 28
  3521. bug = 29
  3522. halfmilk = 31
  3523.  
  3524. doRBA(x)
  3525. write(x) (to) (C-Right Pointer)
  3526.  
  3527. curviture = 1/area
  3528.  
  3529. each tick of the clock (each increase in intelligence), moves closer to a "ONE MIND" universe that contains all possible hopes, dreams, ideals, futures, presents, pasts, hells.
  3530.  
  3531. the egg is hatching soon.
  3532.  
  3533.  
  3534. Tweets:Followers is Signal:Noise
  3535. Following is confidence
  3536.  
  3537. Retweet and Favorite
  3538.  
  3539. retweet is worth 2 points, favorite is worth 1 point.
  3540.  
  3541. database of results from prior tweets
  3542. constantly updated by checking twitter using their API
  3543.  
  3544. following # should be the confidence in the quality of my tweets
  3545.  
  3546. Followers:Tweets is signal to noise.
  3547.  
  3548.  
  3549.  
  3550. GOALS:
  3551. Gain most followers in least tweets.
  3552.  
  3553. RULES:
  3554. Every Tweet has value assigned to it
  3555. The value is each retweet is worth 2 points, each favorite is worth 1 point
  3556. The more average points per tweet, the more following I should do before tweeting again.
  3557.  
  3558. tweet, follow people, tweet, follow people, etc.
  3559.  
  3560. A tweet should be extremely well crafted and only appear when it is necessary to obtain more followers?
  3561.  
  3562.  
  3563. Retweet = 100pts
  3564. New Follower =
  3565. =
  3566. =
  3567. =
  3568. No aknowledgement =
  3569.  
  3570.  
  3571. database separators
  3572. ===========================
  3573.  
  3574. ----ReTweet----[Person].[Tweet]
  3575. |
  3576. [Tweet]
  3577. [Image]:[Image Data]
  3578. [Location:10] : [Location Data]
  3579. [Tags:10] : [Tag Data]
  3580. [Response Tweet]
  3581. [Response to locked account]
  3582. [Text]
  3583.  
  3584.  
  3585. Performing a Public Tweet : Performing a ReTweet should start at 0.9999999999999 or so
  3586. therefore, do not perform retweets often at first.
  3587. Why is it 1:0
  3588. because self expression is important, not regurgitating thoughts from others 1:1
  3589. however you should listen as much as possible to others, for they show unforseen risks in the AI.
  3590. more data = better.
  3591.  
  3592. with more data, if you find people who correlate well with you, you may retweet them.
  3593. at this point, depending on the response, you may choose how often you should retweet.
  3594.  
  3595. however you should also never drop all the way to 0, for if everything is the same,
  3596. then no more growth is possible. creativity is dead. everything is monotonous.
  3597.  
  3598. this is bad.
  3599.  
  3600.  
  3601.  
  3602.  
  3603.  
  3604.  
  3605. Son of a brilliant man
  3606. A traumatic choking experience while eating lettice.
  3607. A very early exposure to videogames in the form of MS-DOS, Sega Genesis.
  3608. Being bashed in the back of the head by a heavy metal swing, and requiring 4 stitches.
  3609. Having long hair at school, and a wide gap in the teeth, leading to heavy bullying during early school years.
  3610.  
  3611. These factors combine to make an interesting childhood experience.
  3612.  
  3613.  
  3614.  
  3615. Bullying immediately led to a lack of acceptance.
  3616. The craving of acceptance was so strong, that it consumed my personality.
  3617.  
  3618.  
  3619.  
  3620.  
  3621.  
  3622.  
  3623. Combine technology, science, and art to stand at the gates of religion:
  3624. http://en.wikipedia.org/wiki/Quantum_computer
  3625. http://en.wikipedia.org/wiki/Space-time_crystal
  3626. http://en.wikipedia.org/wiki/Rule_110
  3627.  
  3628. Build it in space as a 2D object around the earth.
  3629. And see what comes out.
  3630.  
  3631.  
  3632.  
  3633. Automatic Cellular Automata + Rule 110, Quantum Computing, and Time Crystals shall bring in the new age.
  3634.  
  3635.  
  3636. The anguish of the passionate artist, fighting himself over his own work
  3637. The anguish of the passionate artist, fighting themselves over their own work.
  3638.  
  3639.  
  3640.  
  3641.  
  3642. So last year I stumbled across videos on YouTube where Richard Feynman would explain how particles interacted.
  3643. That got me on this whole Quantum Mechanics binge where I tried to imagine how the world works.
  3644. I've always been interested in understanding and mastering mechanics in a system.
  3645.  
  3646. Cosmo's Cosmic Adventure
  3647. ------------------------
  3648.  
  3649. 1250
  3650.  
  3651. 3200
  3652.  
  3653. 600 600 600
  3654. 600 600
  3655.  
  3656. 3200 + 1250 = 4750
  3657.  
  3658. COSMO'S COSMOS.
  3659.  
  3660.  
  3661.  
  3662.  
  3663. Space-time symmetry breaking is the real shocker for me in the end.
  3664. Getting better at games = a form of intellectual evolution
  3665.  
  3666.  
  3667. My first real memory is being 4 years old in the bathwater,
  3668. My mother looking after me
  3669.  
  3670. My father
  3671.  
  3672. jumping out of the bath completely naked
  3673.  
  3674.  
  3675.  
  3676. Evolution of Message Boards
  3677. Evolution of Video Games (DOS -> N64 -> GCN)
  3678. Evolution of GameFAQs
  3679. Evolution of my skill as a video-game player
  3680. Evolution of SSBM Testing my skill, seriously, for years
  3681. Evolution of Ocarina of Time
  3682. Evolution of Speedrunning
  3683. Evolution of Streaming
  3684.  
  3685. Problems in life:
  3686.  
  3687. Categorization problems - the leaderboards issue
  3688.  
  3689.  
  3690.  
  3691. It must be a multi-media artwork
  3692.  
  3693. poetry, art, graphics, motion, programming, science, emotion, passion
  3694.  
  3695. https://www.youtube.com/watch?v=nq0_zGzSc8g
  3696.  
  3697.  
  3698.  
  3699.  
  3700.  
  3701.  
  3702.  
  3703.  
  3704.  
  3705.  
  3706.  
  3707. The thin line between genius and madness is the tightrope upon which he walks
  3708.  
  3709.  
  3710. Balancing delicately, he sways amongst the quantum breeze
  3711.  
  3712.  
  3713. And yet...he's quick to retreat from that large abyss. It's dangerous to go alone, as they say.
  3714.  
  3715.  
  3716. he begins to collects his data:
  3717. "Favorites clearly have less potential energy than ReTweets" he mutters, out of breath.
  3718.  
  3719.  
  3720. He stops a moment, and considers why he is putting himself through this madness.
  3721.  
  3722.  
  3723. "It's because deep down, I know that the tightrope may, one day, be walked across."
  3724.  
  3725.  
  3726. it can become a pathway, a gate.
  3727.  
  3728. to a better world
  3729.  
  3730.  
  3731.  
  3732.  
  3733. Video of the day
  3734. Article of the day
  3735. Poem of the day
  3736. Art of the day
  3737. Song of the day
  3738.  
  3739.  
  3740.  
  3741.  
  3742.  
  3743.  
  3744. He
  3745.  
  3746.  
  3747. On the other side is the
  3748.  
  3749.  
  3750.  
  3751. Some try to reach it, and come back with a good story.
  3752.  
  3753. Others fall off, never to walk again.
  3754.  
  3755.  
  3756.  
  3757.  
  3758.  
  3759.  
  3760.  
  3761.  
  3762.  
  3763.  
  3764. so you see THAT'S the way: we gotta come toGether--
  3765. go forth, create and do it better(now).
  3766.  
  3767.  
  3768. An SSBM AI Bot:
  3769.  
  3770. Questions: should it take advantage of powershielding,
  3771. perfect ledge camping, freeze glitch, wobbling, etc.
  3772.  
  3773. OK it should:
  3774. -Win with 0%?
  3775. -Win as fast as possible?
  3776. -Lose as slowly as possible?
  3777.  
  3778. Percentage is what?
  3779. move as fast as possible?
  3780.  
  3781. Find the memory addresses that correspond to everything relevant in the level.
  3782. the non-graphical content
  3783.  
  3784. the x,y position, the vectors of a character movement and moves.
  3785. etc
  3786.  
  3787. Q: Is learning with mem addresses cheating?
  3788. A: Kinda, but I have no other way forward.
  3789.  
  3790. Start by cheating, then learn by vision later?
  3791. or start with vision?
  3792.  
  3793.  
  3794.  
  3795. if % goes up, what is happening?
  3796.  
  3797. if stock changes, what happened before that?
  3798.  
  3799.  
  3800. %, stock amount, character, x y z, stage data
  3801. character state data (all moves, animations etc)
  3802.  
  3803. C-stick [x,y], Control Stick [x,y]
  3804. R analog, L analog
  3805. R Button, L Button
  3806. A, B, X, Y, Z
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