Well, this here is going to be the first "New Super Mario Bros. 2" TAS here on this site. The run itself was a little difficult to get through especially with the TAS tools citra has.

Game objectives

  • Aims for the fastest time
  • Emulator Used: Citra Canary 2306 (Latest Update)

Comments

Well, I guess since we start from scratch, there are no coins collected unless you progress, so sometimes, the coin counter can waste frames at a few spots, (Post1-T, World Mushroom Entrance, World Flower Enterance, World 6 Enterance and Post 6-T.) but I'm pretty sure that doesn't matter as much.

Got a couple things I would also like to talk about

1-Tower

When approaching the snake block next to the goal, I thought since the snakeblock moves in the same direction that the player is running, it would give me more speed like most platforms would do. Instead it looks like nothing changed. I still got 474 regardless of the outcome so I rolled with it.

6-5

Apparently you gain speed by twirling and jumping off of the seasaws no matter what direction the seasaw is headed. I tried so hard to grab 369, but I don't think the level can get faster than a close 368.

Other comments

This run should be entertaining enough especially since the Tanooki Leaf is being used most of the time. Learned a few things while using it.
I also figured out that you can actually get 475 on 1-T just neeed a little more optimization. However, everything else is just fine. I still loved the outcome. I'll try this again soon once I find more improvements in-game. Enjoy.

feos: Claiming for judging.
feos: Looks good. Really close to the human record, but still more precise, especially in vertical climbing. Accepting.
Spikestuff: Bah, bah.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15628
Location: 127.0.0.1
This topic is for the purpose of discussing #7754: TheRandomMaster's 3DS New Super Mario Bros. 2 in 26:50.41
Spikestuff
They/Them
Editor, Publisher, Expert player (2656)
Joined: 10/12/2011
Posts: 6449
Location: The land down under.
Ooooooooo another 3DS. Kinda want to claim this one... since scripts do be the first thing I developed for Citra and was trialed by someone else, so I want a full crack at it as well.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
fsvgm777
She/Her
Senior Publisher, Player (226)
Joined: 5/28/2009
Posts: 1216
Location: Luxembourg
The TAS instantly desyncs for me on the latest nightly build (1800)...and I'm also gonna mention I'm personally not a fan of a canary build being used. Dunno if something's off on my end. EDIT: ...okay, something's really screwy in the latest nightly. I can input touchscreen inputs...during playback.
Steam Community page - Bluesky profile Oh, I'm just a concerned observer.
Player (242)
Joined: 9/27/2018
Posts: 25
Location: Uchiura's Diving Spot
It should be the most stable on Citra Canary builds, I highly doubt it will work on any of the Nightly builds. EDIT: I didnt know Nightly Builds supported TASing in the newer updates. Never used Nightly because only Canary had TAS tools at that time.
I remember 5 years ago when I was new here, and kept PMing people thinking that was the only way to send replies in the discussion forums. Also thought my SCD++ TASes were legit. All 3 of them are flukes. I was an idiot. XD
EZGames69
He/They
Publisher, Reviewer, Expert player (4468)
Joined: 5/29/2017
Posts: 2765
I can verify the movie syncs on the nightly build 1800. It's important to note that you need to delete the save data before running the movie, Citra seems to not have any flags that tell the emulator not to use sram, so it'll initially desync because of that.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
I haven't watched any speedy NSMB 2 runs since 2016 due to IRL stuff so I was happy to see 3DS games TASable back in 2020 even if Citra is rough around the edges to use. I was going to ask if under 500 coins is doable to skip the 500 coins collected milestone message but that might not be possible? One downside if it is possible is that it can lead to restrictions/less entertaining play on auto-scrolling segments such as the underwater stage in Mushroom-2 where Gold Fire Flower kills would be kept to a minimum. A run with SRAM can only save 3-6 seconds* over a fresh file in traditional gameplay (so excluding first time booting up messages where you hit OK on a few questions) but producing a genuine file that isn't save edited will take a long time. * Clearing stages that lead to a save message including Towers, Castles and Warp cannons requires the overall coin counter to be updated before the message pops-up. With 9,999,999, the coin update part is skipped. Other stages doesn't have this rule as Mario is able to regain control as the overall coin counter is updating. I voted yes on this. For people who haven't watched the run before. Final boss Bowser is measured in number of slashes. Floor 1 - 2 the minimum number of slashes is 4 Floor 2 - 3 the minimum number of slashes is 5 Floor 3 - 4 the minimum number of slashes is 3 Assets such as pipes to enter. platforms to land or big switch to activate only appear/operate when they are close to the in-game's camera shot. It's not like Super Mario 3D Land where you can perform some crazy off-screen strats to skip actual auto-scrolling.
greenalink.blogspot.com
Banned User
Joined: 4/1/2022
Posts: 122
EZGames69 wrote:
I can verify the movie syncs on the nightly build 1800. It's important to note that you need to delete the save data before running the movie, Citra seems to not have any flags that tell the emulator not to use sram, so it'll initially desync because of that.
For me, besides of nightly 1800, the movie also syncs on canary 2306.
WIP
fsvgm777
She/Her
Senior Publisher, Player (226)
Joined: 5/28/2009
Posts: 1216
Location: Luxembourg
So...as several people reported sync on the latest nightly (1800 as of today), I decided to fiddle around on my end. I tried various stuff, from changing graphics settings, audio settings, changing inputs to default (they already were default), even re-downloading the movie file....and nothing. It's as if the movie file doesn't play back on my end. Meanwhile, the OoT3D publication plays back just fine for me (it even syncs on the latest nightly). So I have no idea.
Steam Community page - Bluesky profile Oh, I'm just a concerned observer.
Joined: 7/26/2014
Posts: 14
i also can't get it to work. No matter what i do. i'm starting to get a little P'd the F O
Joined: 9/25/2016
Posts: 23
Also having sync issues. I went ahead and created my own test movie file, and that file has no issues playing for me. So I started doing some digging into the movie file to see if I could diagnose the issue. The file on the left is TheRandomMaster's movie file. The one on the right is my test file. The blue and the red color coding is used to separate data into the frames they are relevant to. The area I have highlighted is frame 46 of both of our movie files. The short and simple of it is that each red chunk and each blue chunk should be identical in size and position between the two files. However, frame 46 in my movie file is 7 bytes longer than frame 46 in TheRandomMaster's. The reason for this is because my movie started recording data for accelerometer inputs slightly before TheRandomMaster's movie. I have no idea why this is happening. By inserting 02 00 00 00 FE 00 00 at 0x0AD8 (the accelerometer data Citra is polling for at this time in the movie file), I fix the desync and the TAS plays just fine. I have confirmed sync with this fix. I have uploaded the fixed movie to my user files: User movie #638023496031275421
EZGames69
He/They
Publisher, Reviewer, Expert player (4468)
Joined: 5/29/2017
Posts: 2765
If it helps anyone, I got the movie to sync on a decrypted version of the game, not one that was encrypted then decrypted by myself. the hashes for the rom I used are as follows: MD5: FE21CBBD6229A31CDE2FA35452E94175 SHA1: 30DFCC26E94EB8BA787B560F0019589FC9254615
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Banned User
Joined: 4/1/2022
Posts: 122
benstephens1000 wrote:
Also having sync issues. I went ahead and created my own test movie file, and that file has no issues playing for me. So I started doing some digging into the movie file to see if I could diagnose the issue. The file on the left is TheRandomMaster's movie file. The one on the right is my test file. The blue and the red color coding is used to separate data into the frames they are relevant to. The area I have highlighted is frame 46 of both of our movie files. The short and simple of it is that each red chunk and each blue chunk should be identical in size and position between the two files. However, frame 46 in my movie file is 7 bytes longer than frame 46 in TheRandomMaster's. The reason for this is because my movie started recording data for accelerometer inputs slightly before TheRandomMaster's movie. I have no idea why this is happening. By inserting 02 00 00 00 FE 00 00 at 0x0AD8 (the accelerometer data Citra is polling for at this time in the movie file), I fix the desync and the TAS plays just fine. I have confirmed sync with this fix. I have uploaded the fixed movie to my user files: User movie #638023496031275421
Synced on Nightly 1800 from Public Computer with benstephens1000's movie TAS fix was the last resort.
WIP
fsvgm777
She/Her
Senior Publisher, Player (226)
Joined: 5/28/2009
Posts: 1216
Location: Luxembourg
I can confirm sync on the latest nightly (still 1800 as of this writing) with the movie file provided by benstephens1000.
Steam Community page - Bluesky profile Oh, I'm just a concerned observer.
Dimon12321
He/Him
Editor, Reviewer, Experienced player (597)
Joined: 4/5/2014
Posts: 1227
Location: Romania
"Rerecords count: 3448" I usually argue why people don't try more input variations, but here I'd like to know how you didn't go nuts saving and loading states with your mouse for so many times? xD Because there's no hotkey for savings/loadings
TASing is like making a film: only the best takes are shown in the final movie.
EZGames69
He/They
Publisher, Reviewer, Expert player (4468)
Joined: 5/29/2017
Posts: 2765
Rerecord count is not an accurate way to tell how much someone tested inputs in a movie.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Site Admin, Skilled player (1255)
Joined: 4/17/2010
Posts: 11495
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
EZGames69 wrote:
If it helps anyone, I got the movie to sync on a decrypted version of the game, not one that was encrypted then decrypted by myself. the hashes for the rom I used are as follows: MD5: FE21CBBD6229A31CDE2FA35452E94175 SHA1: 30DFCC26E94EB8BA787B560F0019589FC9254615
1782 is the last build that works for me due to their OpenGL upgrade in the next one, and the run desyncs on that build and on that ROM. I guess I'll have to judge by watching the encode.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15628
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [4934] 3DS New Super Mario Bros. 2 by TheRandomMaster in 26:50.41