This release has been long overdue. In the past years things had become quite chaotic for me, and I have been able to achieve much less then I had anticipated to. In doing so I have not only let all of you down but KRIKzz as well. For that, I would like to offer my sincere apologies.
FXPAK Pro Rev. D is a hardware refresh replacing the main controller due to supply chain issues. The new controller is roughly as powerful as the old one, give or take a few percent. While the CPU is basically the same, all the peripheral devices need to be programmed differently, and that is what makes up the bulk of the changes in this release while having no positive impact on the user other than maintaining the status quo. Ah well ?
Since the previous release was a beta, the following list of changes is compiled with respect to v1.10.3, not v1.11.0b1 so the rest of this post will be largely identical to the v1.11.0b1 one. New changes from v1.11.0b1 to v1.11.0 are listed at the top respectively.
Yeah I agree to some extent. Byuu did a lot of good for the snes emu community but unless you knew him I doubt it matters. At the same time, Ikari can do whatever he wants since he is putting in the hard work.
Just tested this new firmware, but the problem with the savestates still persist in my case. I am testing with In Game Hooks off (Start + L), and nothing happens. If I activate In Game Hooks, then when I try to Save the state with Start + L then I find again the black screen, only the audio works.
Not sure at all if I am doing something wrong.
Thanks in advance for your help.
Start+L loads the state. There is a known issue (see blog post) that when a game has no state yet, it will load an invalid state and crash ? Please try saving the state with Start+R first, then load it with Start+L.
Just reporting a bug. The Dragon Quest 5 Translation patch has an issue with Save States. Whenever you load a state the game freezes when you take basically any action, whether that be selecting a menu option, talking to someone, changing screens, etc. Makes using Save States with this game impossible.
This has been a problem since Save States were first introduced & is still happening now. Hope this can eventually be fixed as doing the Casino is impossible without Save States or tens of hours of grinding!
Hi. I maybe just discovered a bug that was not in the Beta.
If I start a PAL game with the enabled SuperCIC feature it does not switch to 50Hz anymore. The LED on my SNES turns green (what normally indicates 50Hz) for just a millisecond and switches back to red/60Hz then. The game starts in 60Hz then of cause. But with the same settings and several games it works every time on the beta.
Did you use the menu.bin or m3nu.bin from your previous firmware? It will not work because it contains a lot of code, not only the theme. If you want to take your theme to the new firmware you can use the theme updater:
First, big thx to ikari for his awesome job !
And a little question, the v1.11.0 is the very first firmware for the rev D of the fxpak pro.
Did a New version with all the correction stuff came at the horizon ?
Maybe your micro sd card is have a bit slow transfert rate ?
I have some msu1 game issue like super road blaster ( sound ok, little square graphical glitch )witch is very sensible with light transfert rate. i solve it with a better micro sd card.
I precise that i play on a true pal snes just modded with ffviman switchless mod
Do other Super GameBoy games work proper?
For SuperGameboy normally bypassed the sound processor of the super nintendo.
Did you test both Super GameBoys? (timing is slightly different in Super GameBoy 2)
have you setup the Super GameBoy as described?
Developed around Y2K by an unknown studio, the game was thought to be lost until a fan designed a wrapper program in Unity to load the it's level editor. Now the potential can finally be seen and it's mysteries laid to rest.
An actually stunning concept for a video game and the execution is immaculate. The kind of game I could only expect from Kira, so well done I almost wish basalisk 2000 got finished by its dev team. easily the most unique horror experience I've gotten the pleasure of going through
As a person over thirty I understood in about 30 seconds that the original Basilisk is presented under the literary conceit of being an unfinished SNES game and Basilisk 2000 by the same developer is presented as an unfinished game on an unknown platform somewhere around 2000.
The other comments here are a little too focused on the looks. Okay, let's go over that. The PS2 launched in 2000 and the Dreamcast was already out. Games on those consoles would look notably "better" than this. The consoles beforehand would look a little worse, unless they used lots of pre-rendered assets (as was the craze at the time), which would require fixed camera angles if used for the environment.
Some of these games were just too damn big. Diablo II was 2GB and Baldur's Gate II was 3GB. The latter would've needed at least 5 PS1 discs, more if we consider that some things have to be copied to every disc, and since the game is not as linear as FF7 (1997) or Chrono Cross (1999), both of which had 3 discs, there's no way to sort what goes on what disc to minimize the switching.
But Daggerfall (1996) was less than 200MB, which would have fit on a single PS1 disc. It was still a PC exclusive. I believe the real reason is that western-style RPGs gradually evolved from text adventures like Colossal Cave Adventure (1976) and fully retained their strong PC association all the way to the 2000s. And I believe the primary reason that this association changed is because Microsoft entered the console market in 2001. Morrowind was available on Windows and Xbox. Everything available on Windows was on Xbox. And this encouraged the other console developers to better support and encourage games formerly limited to the PC.
Finally, since the game "was not finished", these are not the final assets. So we can't be sure how the game would have looked when it was done. It was very common at the time to push back or remake a game in development for a new upcoming console. So even if this had been originally slated for PS1, if development had continued this would likely have switched to PS2 and looked a lot different anyway. Or, more likely, it would've been on Windows and Xbox.
Even after the PS2 was released, plenty of developers continued to release games for the PS1 for some time. This game fits in that timeframe - and probably got canceled in-universe due to the disc-space issues and lack of funding to support a transition to the PS2.
Hey KIRA! I am just starting on Basilisk 2000, but watched some vids and its incredible! I wanted to say I don't have twitter, but saw that you posted about the Bangor Subway tunnel and my jaw dropped! I live 2 minutes away from that subway at the airport mall, and go there frequently. Sucks the airport mall is 90% empty storefronts now. I had no idea you visit Bangor Maine, hopefully I see you around sometime, I do research at uMaine at orono. Thanks for the games, btw.
One of the best games I've ever played. The concept of playing the game through the DevTool itself was executed extremely well and I am surprised that more games like this haven't been made. Piecing together what happens inside the actual game and real life is a blast. There are also some frankly jaw dropping moments, both from the horror elements and some of the subversive content within it. The only criticism I have is the hall of skeletons, as it breaks immersion early on and is said to be an easter egg only. Overall fantastic game and I hope to see more games utilize this concept.
So i played it once then got a warning form my anitvirus that it has some generic thing that was blocked and now i cant extract the file is says i need permissions to do so and it wont give me the executable
I hope more games in this "gamedev meta" genre come along thanks to the genious work Kira put up here. Outstanding. A masterclass, tbh. Had insane fun piecing everything together, discovering, getting lost, finding answers in discord and experiencing everything. One of my favorites from now on.
A very cool game, I was very surprised how well down the concept was. Some of the puzzles to find the hidden locations are a bit cryptic and I resorted to using the internet. the final office location was pretty mind blowing. Good job. Look forward to playing Lunacid.
As a person over thirty, nothing takes me out of these "found footage" horror games quite like when a project pretends that the SNES could run a game that had Playstation 1 graphics. Why? What do you gain by getting a detail this significant wrong by a whole console generation?
Yes, the SNES had Mode 7 graphics which allowed for some limited 3D effects, including scaling and rotation of sprites, and later on, the SuperFX chip, which allowed for a small number of flatshaded polygons. It absolutely did not have bloom, 3D shadows... no lighting of any sort, really.
You would never, ever see a SNES game with fully-textured 3D models like this. That's a PS1 thing. The N64 would later add gourad shading and texture interpolation. Then the PS2 tied it all together with larger texture sizes and better lighting and interpolation. At some point, Doom 3 on PC introduced the concept of normal maps, and from then on graphics were basically a solved problem, and the console wars became mostly all about optimization, middleware, content, and more powerful hardware, rather than any visible innovation in graphics display techniques.
Seriously, why not just call it a Playstation game!? I get that older technology = scarier, but you can get in that general ball park without committing to full-on anachronism. I feel like I was just watching a movie and I saw a Roman centurion wearing a wristwatch.
This isn't supposed to be an SNES game. "spiritual successor to the unreleased Super Nintendo game Basilisk". Nowhere does it say this specifically is supposed to be one.
Not sure if maybe you just left a review on the wrong game or not, but the "SNES" game is over here. I think it's better to leave your review there instead, since it's not related to this specific game at all.