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 - Engine Patch Differences

Hello my fellow readers.

You probably noticed new engine patches that combine the functionality of 3v3 and 4v4 simul matches have been released for WinMUGEN and MUGEN 1.xx, but before proceeding to download them, you decide to know what makes these engine patches worth it.

Well, you are in the right place to know what improvements my engine patches feature, so let us begin!

Patch Feature - Adjustable Team Limit
(> Adjustable Simul Team Limit <)
Main feature of my engine patches is the adjustable team limit, which allow you to create simultaneous matches with a maximum of 4 characters, so 4v2 or 3v4 matches are now possible in this patch version.

Patch Feature - Corrected Versus Screen
(> Corrected Versus Screen <)
Versus screen is now capable of showing the characters' potraits, while a maximum of 4 player names can be displayed, depending on the engine version. 

Patch Feature - Position Adjustment
(> Position Adjustment <)
The other 4 characters will have their position X adjusted to their nearest partners instead of appearing on random locations when a non 2v2 simul match is selected. 

Patch Feature - Reworked AI System
(> Reworked AI Control Handling <)
The AI Assignment procedure for simultaneous teams has been reworked in order to allow the player to control a single character while the rest of them are now AI-controlled.

(> Miscellaneous <)
Additional code optimization and bug fixes had to be performed to improve the game experience for some engine patch versions.
4GB Extension is already implemented in these patches.

If you happen to detect any unseen bug while using these engine patches, do not hesitate to let me know it!

Well, this is all for today, so I hope you have found this blog entry interesting to read.

Have a nice day!

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