Posts

Newest Post: Ner'zhul.Seraphim: More Speed and Defense / Patch Note No. 1A

Good evening, readers. I see Ner'zhul.Seraphim got a nice reception a fter having released her some weeks ago, but  the VoidShell library's CPU intensive use makes her nearly unusable, even for high-end computers.  ... Therefore, I have plans on releasing an optimization update that improves the character's average framerate, while trying to reduce the general CPU average used by the main library. General code optimization in the character's state files and a new version of VoidShell are featured in this patch update, so do not expect visible visual improvements in her skill set, but you will see them smoothly now. Cool, right? Art asset created by SlenderFreak17 This character update can be downloaded by clicking on the main thumbnail, and  the download link of her main entry will eventually be updated, so no worries. After seeing the current state of VoidShell, I really never thought that single Eikidankai Framework module would be finally completed, so I do not know ...

Ner'zhul.Seraphim: More Speed and Defense / Patch Note No. 1A

Good evening, readers. I see Ner'zhul.Seraphim got a nice reception a fter having released her some weeks ago, but  the VoidShell library's CPU intensive use makes her nearly unusable, even for high-end computers.  ... Therefore, I have plans on releasing an optimization update that improves the character's average framerate, while trying to reduce the general CPU average used by the main library. General code optimization in the character's state files and a new version of VoidShell are featured in this patch update, so do not expect visible visual improvements in her skill set, but you will see them smoothly now. Cool, right? Art asset created by SlenderFreak17 This character update can be downloaded by clicking on the main thumbnail, and  the download link of her main entry will eventually be updated, so no worries. After seeing the current state of VoidShell, I really never thought that single Eikidankai Framework module would be finally completed, so I do not know ...

WinMUGEN: OSP Screenpack Release

Good evening, readers. I have decided to release this screenpack to the public, which would be the first time I have ever done this, so woah... Well, this was actually a port I did create for a screenpack several years ago, which was "Original Screen Pack", created by  Chotto-Komaru for M.U.G.E.N 1.00. I just reworked the whole screenpack data in order to make it compatible for WinMUGEN, besides adding my own touch to it, so we could say it is an  alternate version.   (> This screenpack can be downloaded here <) Credits to  the author for having created the original version To be honest, I really have nothing to say for this occasion, so have fun with this screenpack. Well, this is all for now, so have a nice day.

A Special Character Release...

Good evening, readers. After years of reseaching and experimentation stuff, I finally completed a playable character, but as you can guess,  they will feature a new style format, being very different from what you are used to see in my old characters. You may even be surprised when seeing this character. It is not either Void.Schmelze or x00x00x... Ner'zhul.Seraphim: My first functional SuperNull playable character after 8 years of "hiatus", which has been  powered by the VoidShell library, allowing her to withstand most of the remote attacks while counterattacking her enemies when necessary. Contrary to other characters you have seen in the engine, she does not use a lot of visual  effects for her attacks but the ones she use are performed in an  ingenious way, so do not expect to see her full of VFXs. As she is remotely protected by her VSC threadworkers, she is virtually immune to all the CNS Obliteration and Player Replacement attack variants, so real defen...

M.U.G.E.N Engine - VoidShell Library

Hello my fellow readers! Well, before starting to talk about VoidShell, I will try refreshing your memory... Does the word "Eikidankai" remind you of something?  This portrait will definitively make you remember it then: Said word has been reserved for my personal projects from now on. Characters who  previously  used it were already given a new name, and  VoidShell  has come to replace t he namesake module , so let's get started! What is even VoidShell? It is a  general-purpose library for M.U.G.E.N Engine that allows  Void characters to  protect their main PlayerCache data while providing them a simple but vast toolkit  interface to use in said engine. Characters loaded through this library will have their primary data remotely  protected besides providing basic contingency plans against certain enemies. They are also granted the capability of remotely tampering with the enemy to weaken them further, called as "Player Arts", which can...

Halloween Reimu - Character Release

Good evening, readers. As you have probably noticed, it is October, the spooky Halloween month. I have decided to release one of my ancient SuperNull stylish relics from the past to the public: Of course, her code has been just updated and revamped to make her stable in most of the WinMUGEN builds, while her main SuperNull exploit has been changed for my own version, but not stronger than before... This is supposed to be released in the last day of October, but most people often ignore this insight, so whatever! Well, this is all for now, have a nice day.

WinMUGEN: NomiShell - Library MultiLoader

Good afternoon, readers.  Do you need a SuperNull exploit file that allows you to load multiple libraries at a time? Well then, this NomiShell loader variant will  allow you to do so until a maximum of 32 library files per load, while not having to use several SuperNull exploits for it. For libraries that explictly require code interaction with NomiShell, please read this blog entry , as it offers you a clean version of the latter to use. Current Version: V1.00s (> Download Here <) After downloading this exploit template, you will have to read the "ReadMe" text file to implement it in your character properly, before executing the NomiShell code loade r. Well, I guess that is all for now, so have a nice day!

M.U.G.E.N Engine Researches: State Filepath Overflow

Good evening, readers.  It has been a while since the last blog entry was created, but well, life things. For this occassion, we are going to talk about the latest vulnerability discovered in M.U.G.E.N Engine, which has been used by SuperNull characters like " On The Verge of Death " or " Qvorda ",  so let's begin. State Filepath Overflow, also known as " STBOF " or " ST.Path ", is an engine vulnerability that allows for arbitrary code execution during character selection, making it a good alternative to use for SuperNull characters. The discovery of this vulnerability was born out of Nomi 's ideas about trying to overflow the ST Filepath textline in WinMUGEN, which was impossible to perform, as only 255 bytes can be used per text string. However, it could  feasibly be used on the 1.xx engine versions due to their increased textline size limit(4095 bytes), so I decided to investigate it further. "St" is the entry filepath the en...

Einthesia Echoes

The main logo of my personal project's timeline, Einthesia Echoes, has just been updated. A few new side stories will be featured after releasing all the introduction episode segments, besides revealing several lore concepts from it, so stay tuned for more updates.

Personal Restructuring

Good evening, my readers. As some of you have probably noticed, I have not made any new content during these weeks, so let us start talking about only a few primary subjects... Due to some personal affairs I have been dealing with for some years, I will start  prioritizing the latter before it gets too late, which is going to cause the progress of some general stuff I have been working to be greatly slowed (except Eikidankai Project). If everything goes according to the plan, I may resume them before calmly releasing to the public besides providing new information about my personal project, so stay tuned for future updates. Already ongoing works will eventually be released, but additional time may be required to complete them. Well, this is all for now, so have a nice day. Oh yeah, this site could have another theme remodelation, so let us see how things go.

Eikidankai Project: Website Announcement

Hello my fellow readers. While working on some SuperNull exploit add-ons for M.U.G.E.N Engine, I finally decided to focus on a personal project I have been working for several years, but never gave it a higher priority as the former, so here we go: This is my main page where my creations will be featured, including characters, of course. It is still in a beta stage, but decent enough to be shown to the public. New content will be posted in said page as time is on my side, so feel free to leave any feedback in this blog entry. This is all for today, so have a nice day!

WinMUGEN: NomiShell - SuperNull Code Multi-Loader

Good evening, readers.  This is a SuperNull exploit code loader, created by me for the author Nomi , that allows you to execute your character's code multiple times, besides providing a small toolkit to make code creation easier to do. This exploit template uses all the known engine vulnerabilities to execute code, which also allows to circumvent SuperNull characters who usually seal one of them, so you will not have to worry about your main code being blocked. Baka.AI, a character created by Nomi, uses the first version of NomiShell to load her main library. Current Version: V2.02s (> Download Here <) After downloading this exploit template, you will have to read the "ReadMe" text file to implement it in your character properly, before executing the NomiShell code loade r. You will no longer have to worry about everything but your code when using it, as due to the way this exploit has been created, all the stack and control flow order are handled by NomiShell. Well...

WinMUGEN: Seiobake.EX - ModifyScreen Handler Add-on

Good evening, readers.  Time flew so fast even another year is over, but well, this just implies a new beginning, so let us get started with the first blog entry of this year. I have created in collaboration with Nomi , a SuperNull add-on for WinMUGEN, called as ModifyScreen Handler, that allows you to perform angle and scale operations on the engine's screen, which can be useful to create some interesting visual concept on certain characters. These add-ons are a part of a special framework I am currently developing, called as Seiobake Library, which allows to implement new features into the engine. Current Version: V1.01s (> Download Here <) After downloading this engine add-on, you will have to read the "ReadMe" text file to implement it in your character properly, before executing the NomiShell code loader. This engine add-on uses a SuperNull multi-loader exploit to be loaded in the process's memory, which is also intended to circumvent most of Sealer type ch...