Newest Post: VoidShell Library: Destiny Notes

Good afternoon, readers. Oh yeah, this is going to be the first blog entry of 2026, so let us begin by talking about the VoidShell library's future. As many of you can guess, this library initially started as an ASM x86 program inside a ST file, which was loaded by the engine through a SuperNull exploit (The StateDef Overflow engine vulnerability was used as main vector back then), and despite you could expect, it was simpler than the current version. "Eikidankai" was the first name given to said library and early build versions were used on a few known characters (such as x00x00x or Void.Schmelze) to withstand most SuperNull enemies from the past decade. However, there was no real defense behind it, as it just seals most of the engine vulnerabilities while hooking some primary functions, causing their exploits to be effectively blocked but also rendering them unstable. They were eventually left as PoC characters while the Eikidankai program had to be reworked from scrat...

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
Dictador a La Base's executable file and Eikidankai.EX module

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. 


Comments