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...

M.U.G.E.N 1.xx: Engine Patches

Oh, hello, readers.

I never thought I would end up creating a blog entry for this, as the latter was not even in my plans, but well... I have created these engine patches, which allow you to create simul matches with a maximum of 4 characters instead of 2, while some additional code fixes were implemented in said patches.

Patch Feature - Corrected Versus Screen
Patch Feature - Position Adjustment
Engine Version Download Links:

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

I already know engine patches that implement this have already been released, but these patch versions also fixes some primary code defects.

Additionally, the 1.1b patch version has been updated to make it compatible with one of the most known add-ons, MUGENHook.

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There is also a WinMUGEN patch version in case you need it.