Friday, May 3, 2024

WinMUGEN: 4v4 Simul Mode Patch

Hello, friends.

For this occassion, I have created an engine patch for WinMUGEN, which allows you to create simul matches with a maximum of 4 characters instead of 2, while the other team modes remain unaffected by those code changes.

Download Links:

There is no difference between version types except the maximum number of character names shown in the versus screen, so it is up to you what version to download for your screenpack.

Warning: 
As expected from a coding patch, unpredictable results could occur if known exploits are triggered in this program version, so keep it in mind while selecting your characters.

Well, time to focus on the development of Seiobake Loader for using it on my SuperNull/HyperNull creations, so have a nice day!





Saturday, March 23, 2024

M.U.G.E.N Cheap Wiki

 Do you want to know how an engine exploit works in detail? Do you want to know more details about a character you like? Do you want to add your research into some articles? 

If that is the case, we have this page for you to check out: 

All the articles about characters, authors, and exploits can be found in this Wikia page, so you can get an idea about how they work in detail!

Main articles have already been covered, but new content is yet to be created.

 

Sunday, March 17, 2024

Cookie Clicker - WinMUGEN Edition: Beta Build Repository

 Hello again.

It has been weeks since I have been working on this Cookie Clicker game adaptation for this engine version, so as not to kill any possible "expectation", some beta builds will be released in this post.



Make sure to read the ReadMe text file before use

Warning:
This game adaptation can only be run on the Hi-Low Res version and is not intended to work as a playable character, so do not expect it to fight other enemies, as unpredictable results could occur.

 Despite being in W.I.P state, current beta build link might be changed for the latest one, so stay tuned for new posts.




Wednesday, March 13, 2024

Cookie Clicker - WinMUGEN Edition: Development Log No. 1

Hello friends.
It has been a while since I do not post new content in my blog, but for this ocassion, I will be posting some development logs about this game adapation for M.U.G.E.N Engine:

Cookie Clicker

As you can guess, incremental type games like this one are virtually impossible to adapt in a fighting engine like M.U.G.E.N without the help of exploits, as the latter allows me to enable mouse support besides implementing some code patches for optimization purposes.

Due to engine limitations, I will have to integrate new game mechanics to compensate, so you can have a unique and different experience when playing this game adaption.

It is currently in W.I.P state, but it will eventually be released to the public after fine-tuning the last details, so stay tuned for new posts.

Have a nice day.



Saturday, July 8, 2023

¡Dictador a La Base! Release

Hello friends.
On this 
occasion, my newest Eikidankai character(EX version, to be exact) under the name of "¡Dictador a La Base!", will finally be released.

Aléjate de el Eso Brad, o si no, te lanzará una bomba que hará cagar...

Note:
Your antivirus may detect the files as viruses, but ignore it, 
as it is a false positive, so do not worry.

To be honest...
 I do not have anything else to say but have fun with this character~

That is all for now, stay tuned for new content.
Have a nice day...


 

Sunday, June 25, 2023

Eikidankai EX

 Title is self explanatory, so let us go straight to the point.

I have been programming in these days, an omed build for Eikidankai characters(stylish ones), capable of beating ZIP characters. I have thought about this concept some months ago, but packaging code stuff prevented me from progressing with it, until friends told me about a certain program to pack content into a single executable file...
That was how a new Omed concept was born:
Eikidankai EX

There is no difference between the full Eikidankai build and the EX version but the way they are loaded in program data, as the latter is linked to the program, so it is instantly loaded when opening M.U.G.E.N.


Eso Brad, as the first Eikidankai EX character I have made, will be released to the public after dealing with the last details.

That is all for now, stay tuned for new content.
Have a nice day. 


Tuesday, June 28, 2022

Molotov-Donald

Hi friends.
It has been a long while since I do not post anything in my blog, but in this ocassion, I will be releasing one of my oldest joke characters to the public:

Molotov-Donald

Some flawed code states have been removed to prevent the program from crashing.

I have nothing to say but a download link will be provided below here:
[> Download here <]

That is all for now, stay tuned for new content.
Have a nice day. 

Saturday, April 11, 2020

WinMUGEN Exploits: Command Trigger Buffer Overflow

Good evening, my friends.
Well, today we are going to talk about a new exploit, found in WinMUGEN.

Information provided by ydccdy, a Chinese MUGEN author, has revealed the existence of an exploit found in the CMD processor, the command expressions to be exact., whose main function is to trigger determined actions from the commands written in StateDef -1.

After having taken a look at the exploit, I have noticed the command name length is fixed to 64 bytes, giving the chance to execute arbitrary code from a CMD expression by surpassing this length, basically a buffer overflow.

What M.U.G.E.N authors put in their state controllers to make use of the commands, either it can be used to execute arbitrary code, for example, these 2 pictures:


Command = "Insert all your shellcode here, it is less versatile, but well. 1234"
Note: The 1234 characters are used as a return address for the exploit.

I have made this character after spending a few hours to program its arbitrary code, but the results were worth, so...


(> Click here to download this character <) 

As a conclusion, I can say this method is really less versatile than the SuperNull one, but if you manage to put all your shellcode into command slices, the execution may be interesting to see...

Well, that is all for today, stay tuned for new content!
Have a nice day.


Thursday, February 27, 2020

Eikidankai Development Log(3)

Eikidankai Development Log:
Primary memory bank

Hmmm... I think I am posting more content about Eikidankai than usual, but well.
In this thread, we are going to talk about the primary memory bank, used in the current version of Eikidankai.

We have to take into account this feature did not even exist in the first beta versions of Eikidankai, as the main code was quite different, compared to the current one, making each other incompatible.

This image shows how the old stack frame of Eikidankai looked like, the function set was quite limited, due to the most of the slots had been reserved for the CF subroutine.


The next image shows the stack frame was updated to separate the functions of the CFL subroutine from the loader, making it optimal for several circumstances, besides the fact Eikidankai can now make use of all the slots, greatly extending its function set 
Although this implementation required a new code structure to work efficiently, the results were but good.

The address for it is at 0x0A424B70
That is how the primary memory bank looks like
That is all for today, stay tuned for more content.
Have a nice day.

Wednesday, February 26, 2020

Eikidankai Development Log(2)

Eikidankai Development Log:
CFL Subroutine

Huh, it has been a long while since I do not post anything, but well...
This time we are going to talk about the CFL subroutine, and the file as well.

This subroutine had been recoded to improve its performance in Eikidankai, which used to be antiquated, due to the lack of security checks.
Additionally, this file contained all the primary functions of Eikidankai, making the main loader quite basic. Fixed in the new beta version, by putting all the functions into the loader, instead of the CFL file.

First version of the CFL loader.

After Eikidankai has loaded all the required stuff in the stack frame, it will look for a file, called as "Eikidankai.Cfl" to load it in memory, this file contains custom code, allowing a MUGEN author to implement its own content, having chances to exploit all the capabilities of the engine.

Improved version of the CFL loader

Last, but not least, the loader will check the file's intergrity, making use of certain parameters to perform a better execution from the CFL file
.

That is all, stay tuned for more updates.
Have a nice day...

WinMUGEN: 4v4 Simul Mode Patch

Hello, friends. For this occassion, I have created an engine patch for WinMUGEN, which allows you to create simul matches with a maximum of ...