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 - 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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