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Mega Man X Playthrough

Friday, December 27, 2013

Last night I fixed my SNESJoy. I then decided to play some Mega Man X with it.

Since I've been messing with streaming, I decided it was a good opportunity to do a impromptu play through of it on twitch like I didn't get done on XMas with Zelda, A Link to the Past.

Again, it was just me playing and chatting through text chat. No mic or anything.

The total air time was just a little over 4 hours, but I took a 30m break once, and stopped to chat some (Starting at 1:57:41 you will see me stop moving for several seconds to type).

I'm an experienced MMX player, but I'm definitely not a pro. So don't expect that much. It wasn't a speedrun or anything. You will notice I stick to the X-Buster a lot, and only resort to boss weapons when I don't feel like dealing with something any further. It's a completionists run. Meaning I got everything including the Hadouken. I tried not to use it to much, as I'm used to using it in my play throughs over the years, but I did put it to some use at the end after I beat the dog and Sigma1 each once without it. That's how I rationalized using the cheesy weapon, because at that point I was getting tired.

0:05:39               - Start
0:11:29               - Chill Penguin Stage
0:19:02-0:20:22 - I idle on the stage select screen from
0:20:39               - Sting Chameleon Stage
0:34:25               - Storm Eagle Stage
0:40:51-0:41:48 - I idle on the stage select screen from
42:03                  - Flame Mammoth Stage
0:48:17-0:49:15 - I idle on the stage select screen from
49:29                  - Boomer Kuwanger Stage
58:29                  - Spark Mandrill Stage
1:09:12-1:37:39 - I take a break from
1:37:55              - Launch Octopus Stage
1:44:42              - I start collecting missed hearts
1:50:00              - I start noobing it up and get into a reverse "The Zone" at
1:58:43              - I finally get back on track and get the 7th heart
1:59:13              - Armored Armadillo Stage
2:07:35-2:11:13 - I idle on the stage select screen from
2:11:19               - Armored Armadillo Stage Replay for Subtank and "Being a Dieing Noob Part Two"
2:15:08               - Armored Armadillo Stage Replay for Hadouken Part One, Featuring me being a dieing noob some more
2:19:49               - Armored Armadillo Stage Replay for Hadouken Part Two
2:23:31               - Armored Armadillo Stage Replay for Hadouken Part Three
2:25:58               - Armored Armadillo Stage Replay for Hadouken Part Four
2:28:15               - I reach the Hadouken Capsule
2:29:44               - Sigma Stage One Attempt One
2:40:17               - Sigma Stage One Attempt Two
2:55:23               - Sigma Stage One Attempt Three
3:07:24               - Sigma Stage Two Attempt One
3:08:15               - Sigma Stage Two Attempt Two
3:22:18               - Sigma Stage Three
3:33:27               - Sigma Stage Final, Health/Energy/Extra Live Farming
3:39:17               - Sigma Stage Final, First Engage of the Bosses
3:49:54               - Stream Starts getting choppy
3:52:45 (00:00)  - Stream Cut/End of choppiness
3:59:25 (06:40)  - Start of Final Attempt
4:02:27 (09:42)  - Killing blow on Sigma/Game beat!

I had a ton of fun doing this. It was a nice learning experience, as far as learning about streaming goes. I'm not certain yet, but I would kind of like to do this more in the future. I'd just like to do it with more of an audience. If I do, I think I will give notice ahead of time like I've done with my continuation of Zelda, A Link to the Past on New Years Eve (tune in!). I may even play through MMX again at some point, and try to be less noobish. lol

Please check out the recordings for my MMX play through below

Mega Man X Play Through Part 1 (0:00:00-3:52:44)
Mega Man X Play Through Part 2 (3:52:45-4:10:11)

NOTE: For the time being I'm mirroring some posts here from my blog. In the future please check it for topics such as this.

Merry Christmas

Wednesday, December 25, 2013

Merry Christmas!

Normally for Christmas I like to release a project, an update, or even just some progress news. But given the state of my projects right now, that's just not remotely possible.

But I have an idea! Let' s have a game-a-thon of sorts!

There's something about xmas and Thanksgiving. The temperature, the lighting, the smells. It always takes me back and makes me remember playing various Legend of Zeldas. So I've been thinking, why not play through one of the greatest Zeldas of all time, A Link to the Past! And more, why not share it with others!

Twitch is something I've considered doing for awhile now, but never really looked into as I'm just not quite sure what I'd want to do on it or get out of it. So I cobbled together this plan at the last minute, and I'm not all that prepared. No mic, no fancy effects, and no real motives outside of just sharing some fun. I don't expect this to be to popular of a steam or anything today because I'm unknown in the world of streaming and there's not going to be much going on except me playing through Zelda ALttP, and maybe doing some text chatting. But I hope those of you who do watch can find some enjoyment!

DarkAkuma's Christmas Twitch Stream

UPDATE: I played for 1 and half hours. I decided to stop there as no one was watching, and my hands were starting to hurt. I planned to play using my SNESJoy, but at the last minute it decided to break. I played through to the Sanctuary with my wireless pad, but it annoyed me with its button sticking, missing, delays, and having to use a analog stick. I switched to the keyboard after, and while I was able to get as far as I did, it was uncomfortable and caused me to play worse then I should.

I may finish the play through on new years eve if people want. And if I can get my SNES pad working.

For now, if you want you can find the first part of my play through here.

Z-Net Discontinued

Friday, December 20, 2013

It's with heavy heart that it's now come to this point, but it's time for me to move on.

I've enjoyed coding the projects, but despite my efforts I never got to experience the joy of adequate users acceptance or community. My most recent post was my last ditch effort to try and provoke community interaction and seems to have failed.

So at this point I can declare Z-Net I officially done. I hadn't worked on it in a while, despite knowing of some issues to address. I just couldn't get interested in it. And this was in large part due to it failing to meet my minimum expectations of population and community. Instead I chose to focus my efforts on Z-Net 3 because it was at a stage that made it more fun, and its base design goals would seem to directly address some of the issues I felt contributed to the lack of population.

As for Z-Net 3. As my recent post has indicated, there's just not much interest in that either. Perhaps in the future there could be. But for now that project is being shelved. I may work on it, or I may not. If I did, it might be with no plans of release, or I might just re-purpose it.

For me personally, I'll be trying to find new projects to keep me interested. I have a few in mind in addition to interest in some new hobbies. So I should be fine.

This site will remain for now. I'll consider re-purposing it as a brand/team for future projects, who knows. For now it will remain as is.

I'm also choosing to leave Z-Net I online for now. Just don't expect any moderation. The chat room will remain disabled. And I'll no longer offer support for it at all.

Thanks to all the loyal users throughout the years!

What Emulator do you want Z-Net 3 to support first?

Wednesday, November 20, 2013

There can be only one!

Well at least to start off with...

Yes, Z-Net 3 will support an unlimited number of emulators and other programs/games. So why am I talking about only supporting one? That's because I've decided that during development and initial testing it would be more beneficial to remain focused. And when moving into a public beta phase it wouldn't be wise to have all the users split among different emulators.

I will still be working on first party addons to support other emulators as well. But mainly just to understand commonality between many different emulators and keep Z-Net 3 designed well for supporting so many. Doing so will help ensure future addons, whether made by me or whoever, will work more seamlessly with the project.

Now with that all said, we have a new question! What will that one emulator be?

ZSNES may seem obvious. But why remain so narrow minded? As nice as ZSNES has been for Z-Net and zbattle all these years, why not get Z-Net 3 started off with something new?

Some of you may think "Ok then, RetroArch!".

Haha... Nice try!

While it may be packaged and advertised as a single emulator, it's not to Z-Net 3. I've worked with adding RetroArch support to Z-Net 3, and to do so properly it's different cores are identified individually. Choosing RetroArch as a whole as the first and only supported emulator for awhile would split users up just the same as supporting several emulators.

So again...

What emulator will Z-Net 3 support first?

No More Forums

Tuesday, September 03, 2013

I'm writing this to inform users that the forums will not be coming back. They went down a couple weeks ago, were slated to be back up a couple days ago, and that just didn't work out.

The reason I will simply put is "free hosts". And that's also the reason they won't be coming back. I'm sick of dealing with free hosts. I could try to find another, but given my numerous past experiences, there's no reason to believe things wont just wind up the same. All the hassle just isn't worth it when they're not used all that much.

I might as well post it here, but don't use the hosts 000webhosting or biz.nf. They both essentially scam the users of the free service my drumming up phony/BS claims in an attempt to make you pay for their premium service. 000webhosting is the worse of the 2 as they do what I can only describe as extortion to get you to pay for their premium service. Just want that warning out there.

Sorry for the lack of forums from now on. Hopefully the blog comments can suffice.

Z-Net I v1.2.0.3

Thursday, June 06, 2013

This build is a completely optional build. In it is just a few bug fixes, but mostly it's a debug/diagnostic build.

I've spent hours trying to diagnose the causes of several bugs, but sadly all I've come up with is theory's with no hard facts supporting them. Part of the difficulty of solving these issues are that the problems reside on the remote end, and all the data I can collect and review is on the local end of course. Often the remote end doesn't even know his ZNI bugged. These issues happen randomly too with no reported method of reproduction. And when they do happen, 95% of the time it's with a non-English speaking user. I'd probably even say 75% of the time it's with a user who just doesn't care about helping ZNI get through the beta by actually helping.

I've turned debug output back on by default for this build. So when the issues happen to the rare users I can talk to and are willing to help, they can submit debug logs.

But with this version, I do have to warn you. This has been specially coded to send debug info for a particular bug to a bot. Nothing personal is sent, which with ZNI would pretty much just be private messages. Whats sent is copys of channel wide messages. This is done to so that in the event a rare bug happens, I can see what that bug was created from. Normal debug.txt logging and submission to me would be insufficient, and would likely require a great amount of time waiting for all the stars to align (english speaking user, a user that cares, and the bug actually happening.). The other bugs are more common to the point that the debug.txt alone should prove sufficient, if anything will.

With this said, if you for some reason you don't believe me and feel this version is a privacy/security concern, then don't use it. If you're fine with it however, please download it and be prepared to be contacted by me to discuss a bug when it happens to you, and possibly send me your entire, or part of your debug.txt.

Z-Net I v1.2.0.3 Download

Z-Net I v1.2.0.2 BETA

Tuesday, May 28, 2013

The previous build has informed me about an issue were sometimes a protocol message would be ignored when it shouldn't be. This is a likely bug to see with the way ZNI now validates protocol messages, since the validation process has to decide if a message is real or fake. The issue is that some messages that should be valid are getting seen as false, and some messages that should be valid are getting created in a way that would cause them to be false. I've done my best and generated theory's as to why this happens. I've concluded the bug happens in 4 forms. I have fixed 2 of them with a reasonable amount of certainty. However the other 2 are still a mystery. My best guess was it is due to some of my IRC code, which since I created it for ZNI I have improved on with other projects. My best attempt at a fix to the remaining 2 versions of the bug was to transplant the code from those projects into ZNI, and hope it fixes the remaining issues.

So you know, the issue happens fairly uncommonly. I'd say even less often then 1/100 protocol transmissions, but its hard to say if more or less really. For me having ZNI messages work 99% of the time isn't enough. I want it at 99.9999% if not 100%.

If you want to know how the issue effects you when it happens, say someone hosts a new room. A protocol message sends out for that event, but its signed with a signature that other clients will see as false. Those other users ZNIs wil ignore that message, and no one will see that users room listed except himself. Or say you're in a room with someone, they select a game, a scan starts on your end, a match is found, a protocol message is sent back to tell the host you have a match, but that message is signed incorrectly. The host will ignore it, and will think the scan on your end is taking forever. Neither side will realize whats going on until a significant amount of time passes causing them to realize somethings up.

As you can tell, this bug can be quite disruptive when it happens. I hope I fixed it, but I'm not going to assume I have until I see otherwise.

This version would be semi-compatible with v1.2.0.1. A change has been made to make things more stable, but would make things even more unstable between different versions. So a upgrade will be forced.

Other then that issue, I fixed a problem with the Download button crashing the Client side when pressed. And I also crammed in a few additions as well. You can find the full change list below.

I'm going to re post a portion of my last post again as it still applies.

Anyone posting about this directly to non-English users, please translate this as well as a copy of the included Rules.txt.

This is a Beta. Feedback about the bugs and issues is the primary goal right now. This is not meant for re-distribution, and should only be made available through www.z-net.us. If you feel you want to link to it, please link to the named website instead. Please also supply translations of the Rules.txt as needed.

That message applies to English speaking users as well. While I've made many strides to better facilitate the use of Z-Net I by users of multiple languages, English speaking users have always been and will always be the target audience. I can not account for all the possible languages, so I won't even attempt to account for any. So it's in the hands of the users to translate anything users need to know if sharing Z-Net I directly with non-English speakers.

 And finally, here's the new beta! =)

Download Z-Net I v1.2.0.2 BETA

Fixed 2 issues with discarding protocol messages.
Attempting to fix 2 issues with discarding messages. Attempting because I'm not certain about the cause.
Fixed a crash with the download feature.
Fixed a issue with Region tags in the the Ignore & Allow lists not loading.
Added a change to not scroll down to the bottom of the chat when a new message is added, if you're scrolled up viewing history.
Fixed being able to type in the input field of the client window while its disabled. Like when the Host closes his end.
Added a message to the Client side window when the Client joins a Host successfully.
Added an optional announcement message in the Chat Lobby for when a user hosts a new room. Default is off. Set announcerooms=1 in the [options] section of your ini to enable this.

Z-Net I v1.2 Beta, Stage 2

Thursday, May 23, 2013

I'm doing this on a whim. I felt I could no longer wait on feedback from IRC Beta testers, and I could no longer wait for the only other private Beta tester to test the recent changes. So I'm starting the 2nd stage of the Beta. What that means is, it's now a public Beta available directly on the website. This is still not a distribution build, so don't host it else where. And don't link directly to it, link to this post or website instead.

For as long as this is in Beta, v1.1 will still be online. Once it's no longer a Beta I may or may not disable v1.1 from working. My hope now is that most users will be using v1.2, and only using v1.1 if there's a serious issue. (UPDATE: I have chosen to disable v1.1 for a day or two to make sure people try to use this instead. It will be online again later before going offline permanently with v1.2 is out of Beta.)

Anyone posting about this directly to non-English users, please translate this as well as a copy of the included Rules.txt.

This is a Beta. Feedback about the bugs and issues is the primary goal right now. This is not meant for re-distribution, and should only be made available through www.z-net.us. If you feel you want to link to it, please link to the named website instead. Please also supply translations of the Rules.txt as needed.

That message applies to English speaking users as well. While I've made many strides to better facilitate the use of Z-Net I by users of multiple languages, English speaking users have always been and will always be the target audience. I can not account for all the possible languages, so I won't even attempt to account for any. So it's in the hands of the users to translate anything users need to know if sharing Z-Net I directly with non-English speakers.

Without further ado, here's the download link!


For a complete list of the changes from v1.1 to 1.2, look at the end of this post.

If you downloaded the previous IRC beta, you will need to re-download this.

For help and the reporting of any issues, please use the forum link below.

Help and Bug Report Forum


I've already discovered a tiny flaw in my protocol message validation code. The flaw will occasionally cause some protocol messages to be ignored. I've uploaded an improvement fix over the last one. It's an improvement, but not perfect and I would still like to address the issue some more. To experience as few issues as possible you should upgrade if you got the previous v1.2.0.1, but it's not absolutely necessary. As soon as I can think of how I want to try fixing it better I'll be posting a update. This is how betas go, so just be prepared to update again at some point.


I've learned of an issue causing the Client to crash when trying to download from the Host. Fixing the issue was easy, but the fix wont be available till the next beta version. I don't want to bombard users with updates to often.
Changelog from 1.1:

Updated to use more modern source libraries.
Added a "Use UDP" option to the Host Window. This option gives access to using TCP, but it was labeled like this and defaults to being enabled to better match up with what people are used to.
Moved the "Disallow downloading" option to the Host Window under the label "Disallow Downloads". It makes more sense there, and it allows the Host to toggle it on and off as he wishes. It won't apply until you select your next game or until someone new joins.
Added a global Chat Lobby window. This Chat Lobby window will only be accessible by the control of mods. Mods can toggle its use on and off for everyone at will. When available it is accessed from a "Chat" option on the "Game" menu.
Made the Host, Client and Chat Lobby windows re-sizable.
Added Hotlink support to the Host, Client and Chat Lobby windows.
Added the ability to Copy highlighted text in the output area of the Host, Client and Chat Lobby windows, with Ctrl + C and a right click popup menu.
The Download option is now up to around 8x faster then before. Resuming incomplete downloads is now supported properly. There's is also now a speed indicator in the File Transfer window title bar.
Removed the File Transfer port range. It's now just 4000 by default.
Added the option to use preset game room names instead of requiring a selected game.
Added popup bubbles that act as a introduction guide for first time users.
Added better security for the Z-Net I protocol communications.
Added a Region option to display a country code with your game room listing.
Added a new window for managing the Ignore & Allow lists, along with menu options to toggle which is in effect.
Updated the Ignore & Allow lists to allow support for Regions. Simply use "[**]" instead of a name, replacing the wildcards with the country code.
Made the Ignore list (but not the Allow list) effect the Chat Lobby window. The Ignore list will be used regardless of what Ignore/Allow mode is toggled on.
Renamed and moved several ini keys. Z-Net I will automatically convert the old keys to the new ones.
Added a "Open Ini" option to the view menu. This should help with advanced settings.
Added an INI option for using timestamps on the messages displayed in the Host/Client Windows. "timestamps=1" under the "[options]" section.
Added an INI option to enable logging the messages of the Host/Client Windows to a text file. "gameroomlog=1" under the "[options]" section. The text file is called "GameRoomLog.txt" and will be located in the install directory.
Added a "debug" key to the "options" section of the ini. 1 turns if on, 0 turns it off.
Added "hidejoins" and "hidequits" keys under the [options] section of the ini, to hide those types of messages.
Added a "openchatlobby" key to the [options] section of the ini, to automatically open the Chat Lobby when its available.
Added a few extra messages for the Host/Client windows, to help cover times were users would be unsure or results of what they are doing.
Added and additional message to show that selecting a game from the create window also loads the selected game, and selecting it again from the host window is pointless. It always has been.
Improved the Hotkey combos. Few users knew they existed. They are now labeled on the menu, and there are even ones for some of the new options.
Updated the UI of the main window to be more modern with a Toolbar, Menubar icons, and color schemes. This comes with a new "View" menu as well.
Upgraded ZNI to using a higher version of Comctl32.dll for the display of controls. It also helps make things look more modern now.
Cleaned up some residue with text strings left over from zbattle cloning, due to feeling they no longer made sense, if they ever did.
Added the ability for your last chosen game and/or preset in the "Create Game Room" window to be saved and used as the defaults the next time you open the window.
Added a "Single-Player" option to the "Game" menu. This prompts you to select a game, and run it in ZSNES for single player gaming while you wait.
Colorized the messages in the Host/Client windows.
Changed the Message Box popup for Notices/Announcements, Kicks and such. This time it's custom made to look similar to the normal API message box, but the major difference's are that it's re-sizable and has hotlink support!
Fixed an issue with using a background image in the game list window not displaying, or looking for the ini file in the wrong location.
Fixed an oversight with selecting a game from the host window, not preforming the same checks as the "Create Game Room" window, like it should have.
Fixed a issue with selecting a zsnesw.exe changing the default directory for selecting a game away from the gamedir.
Removed the use of the generic Z-NetUser## nick name. In all cases when it would have been used, users are instead given an error and redirected to supply a valid name.
Fixed the File Transfer window closing when a user presses enter with it focused.
Fixed long standing, but likely not often occurring oversight that allowed for the possibility of ZNI overwriting a users ROMs. Fixed an issue with being unable to connect to the IRC server that Z-Net I uses, and seeing a socket error.
Fixed/changed many other unannounced things.

Z-Net I v1.2 Beta Progress

Saturday, May 18, 2013

It's now been 1 week since I released the v1.2 Beta on IRC. Such a release has proven effective at keeping its use limited to a smaller number of users, and to users who can actually provide feedback. It's hard to say though if there are to few users for testing. The amount of bugs found since 1 week ago has been small, and most of those were from me. However I'm thankful to say that the feedback on the advancements over v1.1 and zbattle, while limited, has been positive. Of course the additions and refinements should make the program better then it was previously, but you just never know how well something will be received until people tell you.

My original plans were to move to another stage of beta testing today. Forum beta, website beta, I don't know. But those plans have been postponed. But this is due to a late addition to the code that I want to finalize. Yesterday I decided to take my 3rd stab at adding encryption to Z-Net I. Over Z-Net I's life I have made many improvements to its security, and even now it's mostly at a point were someone would have to be actively trying, and under very specific circumstances to disrupt ZNI operations for other users. But still I've never been completely happy with its level of vulnerability due to knowing that encrypting its communications would make it so much more secure.

My 3rd go at adding encryption has yielded results finally! I now have a build of Z-Net I that is working with protocol messages fully encrypting and decrypting properly. To most users this will sound boring and of little reason to care. It's not something like adding a feature like the Ignore & Allow lists, a Chat Lobby, or making the GUI look more apealing. When all is working well, users won't see any difference since it's all behind the scenes stuff. But to me this is a huge step for ZNI, and I've very happy!

What it does mean for users that they might care about though, is just there being less of chance of pathetic trolls with no life being able to disrupt users ability to play, socialize, or whatever. But I guess there's another thing as well. When Z-Net I v1.2 is officially released as a non-beta, and not a moment sooner, I can open up the Chat Lobby to normal IRC clients. This means that the chat room pointed to on the site will change and be shared with the one used by ZNI. So even when you're not using ZNI, you can still socialize with its users. This will be another big step for increasing the community!

However, I may not open up the chat room to everyone right away, or even at all. There are still some things to consider. I won't explain it all, but doing so could damage things. And I also have to consider rules for non-ZNI IRC users too. Either way, I'd rather be able to do something and choose not to, then not be able to and think I might want to. So the situation will be better off.

For now my plan is to do some private testing of addition of encryption, to make sure everything is working correctly. Then I'll have to consider modifying the protocol due to some bits no longer being needed. My hope is to do this soon over the next couple days and roll out a new version to replace the one obtained on IRC. And if all goes well, this time next week will see v1.2 move to the next stage, whatever that may be.

In closing, since I'm bumping the post down now, if you are interested in helping test the beta, if you haven't already done so, read the post below to find out how to download it.

Z-Net I v1.2 Semi-Private Beta

Saturday, May 11, 2013

It's time now! The Z-Net I v1.2 Beta is now available to theoretically everyone. Theoretically because it's not available in the download section of this site. It's being made available only to users who join the IRC channel for now. Anyone can join and get the beta, but that's the only place to get it from.

Simply join and type "!beta" without the quotes. This is done to be more limiting of the amount of people using it until a healthy amount of bugs and issues are ironed out. And also in hope of starting to develop a group chat community in the IRC channel and Chat Lobby.

As usual, for discussing bugs and informing me about them in hopes of me fixing them, the forums are the place for that. Particularly this forum. I should also mention that since this is a beta, feedback/bug reports are the main goal. As such this is even more targeted at English speaking users, as you would need to be able to convey any issues you find in a way that I can understand. Machine translation is not helpful. Sorry. There are no plans to deny non-English speaking users at this time, but that could change if to many users are as such.

I hope to see people using it and enjoying it! =)

Z-Net I v1.2 - Almost Ready!

Friday, May 10, 2013

I'm finally almost finished with v1.2. I've stated it several times before in the dev log post I was maintaining on the forum, but this time it's even more true. So much so that I feel its worth post a news update about.

I have added all the features that I want to for now. I can't think of any more tweaks to make. And I am no longer finding bugs by myself. Stafos has been a big help with testing, but he too is finding little else on his own. And that's our entire roster of beta testers! I had 3 others for the pre v1.0 beta last year, and even then felt that was lacking, so I most certainly do now as well. More so after fixing several bugs now that should have been caught then.

Last year I did an semi-open beta, where the client was released as a beta only available on the forums. The idea is sound and I feel like I'd want to do that again. But the fact is, the community is to small. It can't afford to split users between 2 versions of the client right now. I don't want everyone using the beta, but I do want some people using it. But no one will for long if there's to few people to play with.

This is my dilemma for now. Hopefully soon I'll make up my mind, and make the final sweep with the code.

The Next Z-Net I Update

Tuesday, March 05, 2013

The next update for Z-Net I has reached a stage were it's mostly done now. At this point it just needs some beta testing. Since at this stage it's also now presentable, I've taken a few pics to showcase what's new, and also in hope of coaxing out people to apply to beta test it. Because after all, I can't release it if it hasn't been properly tested!

There's a more complete list of changes over on the forum, along with my thoughts and details I've posted about each change after I've made them. But I'll try to talk about what's in the pictures as much as I can here.

First up is a pic of the main window. In it you will notice that there's some color and a Toolbar now. Both I'll talk about more further down. What you will also notice is the column in the list called "Region". It's a long time coming, but this new addition will help you identify, and possibly avoid people based on not speaking your language, or bad ping. This new Region addition also has application with the White/Black lists. To use it with those, lets say the Black list and that you want to block people from the UK, simple add ",[UK]" to the blacklist key in your ini. This will block all UK users from joining your game rooms, and prevent you from seeing their rooms. And the whitelist would work the same, except when used only users from that country would be able to join you or be seen.

Next up is a look at the Host window. It still looks very much as it did before. The key additions are the "Disallow Downloads" check box, and the "Use UDP" check box. The "Disallow Downloads" option has been moved from the "Create Game" window to allow users to toggle this off and on without remaking the room. It makes much more sense here. But keep in mind that a change of this option won't take effect until the next time you select a game or someone joins your room. The "Use UDP" option was created in this version to work with the protocol option in the ini that remained secret until this last Christmas. While UDP has always been the default for Z-Net I and zbattle, I chose this name for the option purely to match up with ZSNES's internal protocol option. But the key point of this option is the ability to connect with TCP.

As mentioned above, I added a Toolbar in this version of Z-Net I. I've done so because it's visually more appealing to have one to a fair amount of people, as well as convenient and quick to use. Of special note are the blue chat bubble icon, and the pages icon being hovered over. The chat option I'll talk about next. The page icon is a Rules option, and as such opens the new "Rules.txt" so that everyone has quick and easy access to it. Z-Net I has always had rules, but far to many didn't realize it since they are posted on the website. That was way less convenient then having them one click away in the program. Also, this new "Rules.txt" will open now once the installer is done, helping to ensure users see them so as to avoid getting banned. As for the rest of the icons on the Toolbar, they are for the common options already present in the menus.

That chat bubble icon will open a new "Chat Lobby" window. A feature long missing from both Z-Net I and zbattle. With this chat lobby, you can converse as a group with any other users on the program as you might expect! But this chat lobby and it's icon won't always be available, and you might not see it when you log in. It's availability is at moderators discretion and activity. And of course, right now there is basically only 1 Moderator. As always, this is a English project. And this lobby is for English speaking users only. Conversations in other languages are very excluding to the target audience of this program, often annoying, and even deterring to users. So other languages won't be tolerated at all. Period.

As previously mentioned and seen, new color has been added to the interface of the main window. This has been done to give the tired old GUI, less of a "Strait from 1995!" feel. The colors are chosen from a list of presets seen in this pic in the new "View" menu. The default is Black as it stood out the most, and I felt Z-Net I really needed that. As you will also note, the new Toolbar can be toggled off if you don't like it, though i don't see why you wouldn't. And there's also a new option to open the settings ini, since there are several features and options unable to be set otherwise. Namely the White/Black lists, and the new packet size settings for the file transfers. As well as the color options for the game room list in the main window.

Finally we will have a look at the new "Options" window. It's still very much the same. But a couple options have been moved around to make way for a new option. I'm really hesitant to touch the options window much, as it's quite simple at the moment, and this is one of those cases were that is a good thing. But as expected from previous pics, this new setting is for choosing your region. A list of 234 countries has been made available for you to find the one that applies to you, or is your closest match. This new option is a "must" like player name, game directory, and ZSNES path. Meaning that you have to choose a region to be able to connect to the Z-Net I server.

I hope everyone finds this next update interesting. And I hope this post helps entice some users to apply to beta test it and get this ready ASAP. To apply, simply read the following thread, signup and post on it making your case to be added.

Beta Application Thread

Have fun!

New Poll of the Month

Sunday, February 24, 2013

I'm thinking of running a different poll each month as the title states. There are times were I'm just clueless to the general opinions of the people that would be using this site and programs, and polls could help a lot.

Unlike the poll I ran from last year, I'm going to try running this one on the forum. Among other reasons, hopefully this can help spark some discussion, help get a real community going, and hopefully draw in more users to participate.

Our poll for this month (March, I'm getting it started early) is:

Poll: What issues keep you from wanting to use Z-Net I more?

Just follow this link here.

Z-Net I Advanced Settings

Sunday, February 17, 2013

I've re-posted the advanced settings that were released in the "Secrets Revealed!" post series on the old forums.

They are now all displayed in a single post in the help forum.

To sum up the short list of the advanced settings, they are:

  • Black/White Lists
  • TCP/IP Protocol support
  • Background Image/Color and Text Color (for the main window)

Follow the link below to check them out.

Z-Net I Advanced Settings

Beta Testers Needed

Thursday, February 14, 2013

I've been working on an update for Z-Net I. And with it, I'm going to need some beta testing done to help make sure as stable a build as possible get into the hands of most users.

If you're interest head over to this thread on the forum to apply.

Beta Application Thread

More Website Issues...

Sunday, February 03, 2013


I caved in, and went out of pocket to buy a REAL domain now! Welcome to www.z-net.us !

Hopefully I will keep this URL for a good long time.

Donations will still be accepted and are encouraged to help offset my out of pocket expenses. Read the original post below for more info.

Original Post:

Obviously this time though, it's the domain name. I use www.cu.cc as my domain register, because it's a short domain, I could register the name I wanted, and it's free. But it seems that, just as with free server hosts, free domain hosts suck.

Today my domain name went offline, and my account with the domain register is gone. I had an issue once before were my domain disappeared and I could/had to re-register the it again. And since then things worked fine. During that downtime I submitted tickets that never got responses, and I still don't know wtf the reasons were. This time though seems different. My domain name is still unavailable. I forget if my account disappeared last time, but it seems to have this time.

I'm able to register new accounts, and new domain names, so it seems to be effecting only me nd my normal account. And I have no clue as to why. I submitted a ticket, but based on my experience last time, it probably wont do any good because still after like 6 months, I haven't got a response to that.

This BS is frustrating, and I just feel like I don't know wtf to do anymore. I hate the thought of it, but I'm now considering going out of pocket to get a REAL domain name. I've looked into opening up a PayPal donations link, but there are some issues with doing so. But for now I guess I can say, if you want to donate just gt a hold of me and I'll tell you how. Sadly, my main email went away with the cu.cc domain, so I cant refer you to that. Instead I guess, private message me your email in the chat room (I'm often busy, and don't usually respond right away there), or send me a private message on the forum when I get that setup with a url again. If you do so, I'll email you everything you need to know.

Forums are now up!

Wednesday, January 30, 2013

Some fresh new forums are now online. They look just like the old forums, except all the posts and user memberships are starting at zero again. I've also condensed a few and added a some new ones.

So, sign up and post!

Website Progress

Monday, January 28, 2013

I've been working on a few things with the website. Like tinkering with with ideas for a new layout, fine tuning some pages, and getting some forums back up.

Sadly the database for the old forums are gone. I've given up hope on that. Since those went away I wasn't planning to make new ones on any free host. But I've since been thinking differently. I might as well upload some, even if that's all I'm hosting on the server. The bulk of the website would still be on this blog. If the forums go down again, well, at least its just the forums. That's my thinking. But with that said, I'm not rushing things to get some forums up though.

Just figured I'd post this to keep people informed, and since things look a little weird here with only one post.

Welcome to the New Website!

Friday, January 18, 2013

After my old webhost going down, and me getting sick of all the issues that come along with free webhosts, I've decided to just create a blog for the website for now. In the future I will want a real server again for a normal website, but this should hold things over for now.

As some can tell, this looks a lot like my personal blog. I just used the template I created for that and changed a couple things around. Hopefully I'll customize it more as I don't like doing a cut-and-paste job, but it's hard to find the time. So it's a low priority if it does get customized more.

I've restored most of the webpages from the old site as best as I can, in the blogger "Page" format. So little should be lost outside of the forums. As a small way of compensating for the lack of forums and the ability to ask for help, I've left comments on for the FAQ page.

Welcome back!