Notenogram (read as "note-nogram" as cited on the game's homepage) is a Picross-like game with 21 puzzles and you can get it for free here: https://kva64.itch.io/notenogram.
synabler and I (FractalFusion) improved NoMercy's TAS by 509 frames, or about 8.48 seconds. (This excludes the 2 frames ending input earlier than 10344S.) NoMercy is credited as co-author because of the initial work done towards this project.
The main motivation for doing this TAS: it looks like a fun mathematical puzzle. The A button, even if held down, fills in an empty square whenever the cursor passes over it. So it's just a matter of optimizing the cursor to pass over all the solution squares, akin to the Travelling Salesman Problem.
Although I originally improved the previous submission's puzzles by 446 frames (finding better paths by hand), synabler ran the Concorde TSP solver and saved another 36 frames in the puzzles, saving 482 frames in the puzzles in total. There were another 29 frames saved outside the puzzles, by selecting the puzzles in a different order, which brings the total frame save to 509. Input was ended 2 frames earlier once the last dialog text was reached in Story Mode (this doesn't count towards the 509 given above).
Lua scripts used:

Comparison of levels

synabler confirmed that the paths for each of the puzzles is optimal. Details about how this was done is given in this thread, and synabler's code base is on Github.
Additionally, the 20 puzzles (excluding the Story Mode puzzle) are not done in order. Directional clashes are possible if the directional input to select a puzzle clashes with the puzzle's first move if its direction is forced. synabler found all possibilities for whether a direction clash might exist and if so which direction it is. synabler then confirmed that this puzzle selection order (used by this TAS) avoids all directional clashes. The order in which the puzzles are done is:
Things 1, Nature 1, Nature 2, Things 2, Things 3, Nature 3, Nature 4, Symbols 4, Symbols 3, Symbols 2, Symbols 1, Portraits 1, Portraits 2, Portraits 3, Portraits 4, Portraits 5, Symbols 5, Nature 5, Things 5, Things 4, Story
Note: The table now uses total number of input frames (includes both first and last input frames as part of its count), as opposed to frame# of last input frame minus frame# of first input frame which was used previously. (Last frame minus first frame is still used in the discussion posts.)
Puzzle Direction clash possible? This TAS 10344S Frame save
Things 1 (Gameboy)No9010111
Things 2 (Gift box)No11915738
Things 3 (Notebook)Yes (Left)10912819
Things 4 (Chair)No709929
Things 5 (Key)Yes (Right)12415127
Nature 1 (4-leaf clover)No9411723
Nature 2 (Flower)Yes (Up)9812426
Nature 3 (Bunny)Yes (Left)9610711
Nature 4 (Duck)Yes (Down)10712720
Nature 5 (Dog)Yes (Right)10912819
Symbols 1 (猫)No1231318
Symbols 2 (祝)No13216634
Symbols 3 (花)No819918
Symbols 4 (Hi)No9210917
Symbols 5 (𝄞)No10813628
Portraits 1 (Derpy)No11313825
Portraits 2 (Glasses)No11513621
Portraits 3 (Some Guy)Yes (Down)10713831
Portraits 4 (Smug)Yes (Down)10713528
Portraits 5 (Laugh)Yes (Down)10812517
Story ModeN/A10313431
Total 22052686481
(Sorry for the low-effort names for the "Portraits" category.)

Visual of paths for each puzzle

(updated with newest version again!)
  • Starts at gold, ends at blue.
  • Dot means no directional input on that frame (usually when going straight).
  • Gold line segment means first move is in that direction (starting square was not filled in).
  • Gold dot by itself means waiting on first two frames to fill in starting square.

FractalFusion: Updated the submission text and video, and added synabler as author. Judges, please replace the movie file with this finalized improvement.

nymx: Claiming for judging.
nymx: Replacing with the final improvement file.
nymx: Well, I'm glad to finally seeing the original submission carried further to the level of optimization required. Looks great and I congratulate you all.
Accepting to "Standard".

r3gamerz: Processing...


TASVideoAgent
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synabler
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You can start 1 frame earlier by pressing Start on frame 282, then A on 283. Here is what I got using Thread #27349: Computationally Optimizing Nonogram TASes: (I said in the thread that the optimum for things 1 is 90, but these are the same routes, just using a different timing method)
things 1
89
U L U .U R D R D R U. U L URU R. R D .D. D. D. D. D. D L DL R.R D. D LD L U L D L U L D L. L U .U .U R.R UR L U LD L U .U. U. U. U .U .U R .R. R. R

things 2
118
D L U. U LUL R U R D R. R .R U R DR L DL D RD L .L DR D .D L.L.L U. U LU L DL U L U .U RU L U RU R U RD RU RD R UR DR UR D R DR D L DR D. D L. L DR D. D. D. D L. L .L U LD L. L U LD L .L U .U. U 

things 3
108
L R. R U R U R D. D L ULU L D L U L.L DL U L UR U R U R D R U R D R U R D R U R D R U R D LD R D L D R D L D R D L D R D L D L. L. L URU L DLD L URU L. L D.D L .L. L U. U RU L. L UR U R L.L

things 4
69
R D L D R D LD U L U L D LDL U RU L U R U R D R U R UL U .U R U L U R DR D. D URU R D L D R D .D L D R D L DR D. D L.L.L D

things 5
123
R DR DR UR U L U R U .U L D LD UL U LU RU R DR U R D R U R D. D L D R D L D R D L D R D L.L DR DR D L .L.L ULU LD LD L U L D L U L D L U .U R U L U.U D RDR D R U R D R U R LU L. LU L UL URU R U L UL RU L .L D. D

nature 1
93
L UR UR U R. R U L U L D UL D L D R D L DL D L U L D L D R DL R D R U. U R DR D. D L D R D R U R U L U R U L U RU RD R U L U R. R U R D R D L. L D R D LD L DL D RUR DR D

nature 2
97
U L U R U R D R LD R DR D RU R UR U LU L. L. L U LU L DL D L. L. L DL D RD R. R D RD LD L .L DL D. D R. R. R. RU R D R U R LU L U. U R D RU RD R. R DR D. D L. L. L

nature 3
95
L.L UL UL UL U .U R .R DR DR D. D RD R UR U .U RU RU R. R D. D LD .DL DL DR DL D .D URUR DR D LD LD L .L ULU L DRD L .L. L. L UL UL U RU RU DR D. D

nature 4
106
DR D RD R LDLD L DL U L D L U.U D L D L U RU L U R U L U R UR U L D L U. U. URU L U R .R DR D R.RDR D R U R UR D LU L U LU R DR U R D R U R D .D L D R D LD RD LD LD RDR D .D LU LD

nature 5
108
R LUL .LDL. L.L U RU L U R.R L U L U R .R D R U R .R.R. R D L D R DR U R U L U R .R .R D L DR D. D. D. D LD L RD L D LD L URU L .L. L D RD L D L U LU RU L .L U LUL D R D L D R D L D 

symbol 1
122
L U L.L D L D L U .U .U R U L U RU R D RU R .R DL DL R D R U RD R U R D R U LULU R. R. R.R D.D. D L DLD R D L D.D R D L DRD L. L. L. L URU L U R U.U. U L D L.L D .D. D. D. D L UL U. U LU L D. D R D L D 

symbol 2
didn't finish running, but seems to be 130

symbol 3
80
R U D.D .D. D R UR UR U. ULU RU R LUL U D.D L .L .L. L. L U. U DLD L RDR DR DL D. D L DL R.R D. D. D RURU R D. D R. R .R UR

symbol 4
91
R U R U L U R U. U DRDRD R D L D.D. D LD R DRDR LD L U L U LDLDL U .U R U L UR U L U L D L U. U. U LU R U L U L D L D. D. D. D R DRD R D L D .D L D L U. U

symbol 5
107
RD R D R D L DR D LD L UL URU L UL U RU LU L. L D.D .DRD L DRD L UL D L U. U R U L U R U L U R UL U R D RU R .RUR U R DR D L.L D R D RD UR URU R. R D.D L DL D R.R D.D L D.D R

portrait 1
112
UL U L UL D.D RDR DRD R DL D.D L UL. L D R D L .L. L U R U L U R UL UR UL U RU L U R U L U R. R D RU R. R. R D R U R DR U R D RD L D R D L D R D LULULU L DR D RD R D LD LD L D L RD R. R .R 

portrait 2
114
L R U RU R. R DLD. D .D L UL DLD L UL U R U L RU LU L UL D. D .D. D RD L D RD RD R. R. R D R U R D R U. U R. RD R U LU L UL UR DR UR LUL U R U R U L UR U L D L U L .L. L DL U L D LU L DL U L D

portrait 3
106
D.D L. L DL UL U. U R.R U. U L DL U LU RU RD RU RD RU R.R DL D R D .D RUR U LU R U RUR D. D. D L DR D. D LD L D L D RDRDR L. LU L D L U.U L. L DRD L U L U L D.D L .L .L

portrait 4
106
DRD L DLD L. L U L U L D RD LD R.R D R U R D R. R UR U.URU DRD L D RD RUR U L U R U. U .U. U. U. U. U. U L DLDL D UR ULU L. L DLD ULU DLD R D L DLD UL U L U R U L U R. R

portrait 5
107
D R D L.L U L RURURU R. R DR DR UR U LU R U LU LD LU LD LU L. L DL .LU L D L D. D R.R. R LDL DL D .D RD R LDL D.D R U R UR D R D U.U R D RDR UR U R D R D R U .U LU L RU R U

story
102
.. R U RU DR D R UR URU L DL U L U L U DLDL D L D L. L U RU RU R LU L DL U L D L D R D L D. DR D. DR D RD RD R U R D. D R U R U LU L.L U R U R .R D R UR UR D.D L DL D R DR D
There are still a few things left to resolve:
  • Symbol 2 took forever, so I turned it off for now and need to resume tomorrow.
  • There was a small bug in my program (I found while making the Dr. Sudoku TAS and fixed) where I apparently got Concorde to confuse and give a slightly worse solution. I don't know if it affected any of the problems for this game, but I would need to rerun some of them. Fortunately those ones don't take too long.
  • I didn't consider that the D-pad restriction also applies for transitions between selecting a level and solving it, e.g. since my route for Things 4 start with R, it's not actually optimal if I also select the level with R+A. I would need a different optimal route, or a different order of levels.
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Here is an updated TAS with synabler's improvements so far (Symbol 2 not final): https://tasvideos.org/UserFiles/Info/639147416743231721 (will credit synabler when improvements are final) As for puzzle path, maybe the following (depending on the first move for the Symbol 2 puzzle): Things 4 can only go to Things 3 or Things 5 or Nature 4, all of which cost a frame, and it doesn't seem possible to end on Things 4 without delay.
synabler
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Symbol 2 route, as well as alternative routes in some levels:
things 4
69
L D L U L D L D R DL D RUR U R D R D UR U L U R U L UL U. U R U L U R DR D.D U R U R D. D L DR D L D R D L DR D. D L.L.L D 

nature 1
93
R UL U R U R. R U LU D L U L D L D R LD LD LD U L D L D R DL R D R U. U R U R DR D L D. D L D R D R U R. R U L. L U R U RU R U L U R. R U R D R D L. L D R D LD L DR DR D 

symbol 1
122
R. R D L DRD L D R DLD R. R .R. R U.U L U R ULU R U L URU R U. U.U L.L. L. L DRDR D L U L D L UL D L U L UR U R L.L DL U L DL D R D L D. D. D R U R U R.R D .D. D. D .D. D. D L UL U. U LU L D. D R D L D 

symbol 2
131
L D RD L D R D R U R U L U R U L U L U R U L.L U.U R DR U RDR D R U R D. D L. L D.D R D .D URU R D. D .D. D .D ULUL D L D R D L .L UL. L D L U. U LUL D L D L D R .R U LUL U R U R U LDL U. U R U L U R U L U. U R .R D.D R D L D

symbol 3
80
R U D.D. D. D R UR UR U .ULU. U R.R L ULU D LD L. L. L ULU D LD L R.R D RD LD .D .D L DL R.R D. D. D RURU R D .D R .R. R UR
80
UR D. D .D. D R UR UR U. ULU .U R. R LUL U DLD L. L. L UL U DLDL R .R D RD. DL D LD R D L.L RDR D .D RURU R D. D R .R. R UR

symbol 4
91
L D L U .U. U LU R U L U L D L D. D. D .D R DRD R D L D L.L D. D R U R. R.RDR U. U R U L UR U L U R U R U L U R U .U DRDRD R D L D.D. D. D L D. D R D R UR
91
R U R U L U R U. U DRDRD R D L D.D .D LD R DRDR LD L U L U LDLDL U RU L U R U. U L U L D L U .U. U LU R U L U L D L D. D .D. D R DRD R D L D. D L D L U. U

symbol 5
107
UR U L U R.R U LU L D LDL. L. L. L D R D L D R D L D R D L D. D R U RD R U.U L U.U. U.U R. R DR DL D RD R DLD RD R UR U LU R U L U L UR UR URU R. R D.D L DL D R.R DLD R D.D L
107
LU L. L URU L. L .L D R D L D R D L D R D L D. D R U RD R U.U L U.U R.R D RD R DLD RD R UR U. U L U R UR U LU DL D L UL UR U L U. U .U R DR D R.R. R. R D.D L DRD. DLD R D.D L

portrait 2
114
L R U RU R. R DLD LDL RD R U RD RU DR UR LUL U R U R U L U R U L DL U L. L. L. L D L U L .L .L .L D R DL D R DL D URUR DR DL R D L D L UL D. D RD RD R U.U R D.D R D R U R D R U. U R U R DR D L
114
U RU R. R DLD LDL U L UL UL D.D R D L D RD R .RUR UR D R UR DR UR LUL U R U R U L U R U L. L D LU L .L. L D L U L. L DL U L D .D. D R DL D .D RD L D RD RD R. R. R D R U R D R U. U R U R DR D L

level select (. = levels we don't have to worry about)
..L.R
.ULDR
.L...
..DDD
Walgrey
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Is this program available to use? It would help massively with some picross TASes I'm making.
Hi! I'm Kathryn!
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Thanks, synabler. Now down to 6812 frames (not yet confirmed final) The path I used is the one in the top left of the image shown below. There were two extra lag frames before a couple puzzles. I tried the other two but they also had two lag frames. synabler: Did you confirm that the numbers above are optimal for each puzzle (including 131 for Symbol 2, even though you mentioned "130" earlier)?
synabler
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Walgrey wrote:
Is this program available to use? It would help massively with some picross TASes I'm making.
The code can be found here, but it still needs some more work in order to make it usable in other games:
  • The codebase is still undocumented and not actually usable without modification (it will actually optimize Dr. Sudoku; for Notenogram replace the contents of main.rs with notenogram.rs), so I need some cleanup.
  • Since different games may have different movement systems, the code to compute the distance matrix would have to be manually implemented. I think this could be made more accessible somehow, but I don't have an idea yet.
  • Although Concorde is quite fast, the graphs generated from this game are much larger than Dr. Sudoku (can go up to over 1,000 nodes) and some of them take a long time to solve, longest being Symbol 2 which took a few hours. I imagine most Nonogram games would have hundreds of puzzles that are also larger than 12x12, for which my program wouldn't be scalable yet. I need to investigate how to either make it faster, or to use a good enough heuristic that doesn't guarantee optimum but is much faster.
FractalFusion wrote:
synabler: Did you confirm that the numbers above are optimal for each puzzle (including 131 for Symbol 2, even though you mentioned "130" earlier)?
Yes, they are optimal to my knowledge (unless there is a bug of course), since Concorde guarantees optimal solutions to TSP. For Symbol 2, from Concorde's intermediate outputs I guessed the answer would be 130, but it was actually 131. EDIT: oh right, I just remembered there used to be a bug I mentioned in my first post. I reran all of them since then to confirm, IIRC. For the 10 levels that don't have alternative routes, I'll modify the program to check whether the first movement direction is really forced, then it'll be finalized for me.
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Funnily enough, there are multiple solutions for at least one of the puzzles, although the game doesn't recognize it as a solution (only the one shown in the TAS works):
synabler wrote:
For the 10 levels that don't have alternative routes, I'll modify the program to check whether the first movement direction is really forced, then it'll be finalized for me.
Before I finalize everything, did you find anything else? (I don't think Things 3, Things 5 or Nature 4 have an alternative first move direction.)
synabler
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Just confirmed that all except Symbol 2 have no alternatives. Symbol 2... I feel like it shouldn't have one either, but I'll run it tomorrow.
synabler
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Turns out Symbol 2 did have an alternative:
131
R U L U R U L.L U.U R DR U RDR D R U R D .D L. L DRD L. L D L D R D L D L. L U R U L U .U LUL U R U L U.U L. L D .D R D L D R D L D RD R U LDL D R. R D L .L D. D R U R D RUR D R U R DR. R .R U L U R U. U. U RU R D. D. D. D. D
which finally makes it possible to avoid all transition delays:
. .-L .-R
| | |   |
.-U L-D R
      | |
.-.-.-. .
|       |
.-.-D-D-D
and with that, it's finalized for me.
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Thanks, synabler. One more frame saved (still two lag frames) and so the final TAS is 6811 frames long: https://tasvideos.org/UserFiles/Info/639162225258329106 I added you as co-author and finalized the TAS. Judges, please replace the movie file with this one.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [7215] GBA Notenogram "all puzzles" by synabler, FractalFusion & NoMercy in 01:54.035