Newest Post: An Uncertain Future

Good evening, my readers. As some of you have already noticed, I am working on a personal project I had created several years ago lately, a space where my original creations would be featured. However, as my old self being was unable to deal with the workload and expectations back then, small progress was made before being put side and focusing on the engine instead. I certainly wonder why I did not give this project the attention it deserved, but well, time is irreversible, so I will have to work with the  bare-bones I had left... At present, I got heavily motivated and finally resumed my project after months of reworking the core parts, so this is going to be the main entry where the latest information will be posted. The main plot will not be the big deal, of course, but I will try making it different from the usual. The project has been divided into parts in order to fasten the release process, as I would be stuck in it for longer otherwise, so relevant content will be shown wh...

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 the namesake module, so let's get started!

What is even VoidShell?

VoidShell library's main iconIt 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 be adjusted to either temporarily invalidate them, or permanently disable them.

How does it work?

When a character is loaded through the VoidShell module, some primary file handles (such as CNS and AIR data) are externally loaded before their backup versions are remotely created, while a threadworkers batch is created to assist them.

Host Soulkeeper and Data Controller threadworkers create the other threads while actively protecting the character's primary data and loading paths.

Of course, the module has to be loaded first to start handling the aid requests, otherwise those characters are not going to work as intended.

Is there proof of the module being in action?
Well...







Current Version: VS2.54.2
Warning:
As a general-use library, all my related characters will feature one copy of VoidShell inside their folders, but only the latest version must be placed into your main engine's directory, as some of them could malfunction otherwise.

As VoidShell uses a lot of threads, a computer with a powerful processor is required in order to run the engine smoothly, besides preventing your computer from falling apart.
Requirement Reference:
Intel i7-10700 or Ryzen 7 5900X as minimum

For now, only 4 characters feature this library, so I will try to keep updating VoidShell to make them the most resilient and resistant.

...

Well, I guess that is all for now, so have a nice day!

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