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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.