Banned User
Joined: 12/5/2007
Posts: 742
Location: Gone
How hard was it to translate the ROM's hex into letters where the answers are easier to read? example: (value: "Word" -> hex: ????)
Joined: 2/12/2008
Posts: 67
Location: San Francisco Bay Area, CA
symbolic X wrote:
How hard was it to translate the ROM's hex into letters where the answers are easier to read? example: (value: "Word" -> hex: ????)
I think what he means is that the ROM strings are actually ASCII, so they're trivial to decode (you can use unix "strings"). This is really rare for SNES era games... usually you only expect ASCII from Rare games and other English speaking devs.
Active player (406)
Joined: 3/22/2006
Posts: 708
My hex editor automatically translates ASCII too.
Active player (406)
Joined: 3/22/2006
Posts: 708
Thought I'd post what I have so far. I just wanted to get some opinion before I've gone too far into it. Is there enough time to read what I type, or should I have a longer gap at the end of each answer before pressing start? Used US version
Banned User
Joined: 12/5/2007
Posts: 742
Location: Gone
Sorry it took so long for me to try to reply, but I did come across that short demo and I liked the part "LOL I'm on TV"!
Joined: 6/21/2006
Posts: 35
I think that the longer your answer is, the less time you will need to provide for people to actually read the answer. Your brain naturally wants to fill in the blanks / complete the sentence, so if the answer is really short I would leave just a little bit more time to read the answer than a longer response. Just my thoughts based on the WIP. Can't wait to see the final product!
Active player (406)
Joined: 3/22/2006
Posts: 708
Okay, cool. I'll redo the questions I have so far, and just leave a few extra frames for reading.
Banned User
Joined: 12/23/2004
Posts: 1850
symbolic X wrote:
Sorry it took so long for me to try to reply, but I did come across that short demo and I liked the part "LOL I'm on TV"!
Yes :D It's really unfortunate this game has no music or sounds aside from the blips it makes whenever you buzz in. Kind of boring to watch, but hopefully the answers will be good :P
Perma-banned
Active player (406)
Joined: 3/22/2006
Posts: 708
Xkeeper wrote:
It's really unfortunate this game has no music or sounds aside from the blips it makes whenever you buzz in. Kind of boring to watch, but hopefully the answers will be good :P
Don't worry about that. I've got it covered.
nburgin
He/Him
Joined: 8/27/2018
Posts: 5
I was interested in doing a homage to the old Family Feud TAS as my first TAS, and this seemed like a good candidate as it has the same glitch allowing ridiculous things to be accepted as the correct answer. It looks like there has already been some interest in TASing this previously, though nothing came of it. Anyway, I've made a little WIP that answers two questions. As someone who's never really done this before, I thought it wise to seek some input before continuing further. User movie #49431298157702598 Currently it just enters the first round as quickly as possible without attempting any luck manipulation. I assume it's possible to manipulate luck by delaying the start of the first round by a few frames. Depending on how many frames I need to wait to get my desired result, it may give me time to enter a reasonable name instead of just "A". If luck manipulation were attempted, I can think of two possible use cases: A) simply try to get a board that maximizes my ability to create funny answers to the questions that the glitched text processor will accept as correct. B) actually add a goal of "aims for maximum possible score", which would be accomplished by manipulating the position of the Daily Double to appear on a square that would otherwise be of lowest value, and then hitting it at the very end of the round. EDIT: I was mistaken about the need for luck manipulation to reach maximum score. The score is capped at 99999, which is easily attainable regardless of where the daily double happens to be.