Posts

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...

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...

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...

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

Good evening, readers. After Ner'zhul.Seraphim have gotten a nice reception during  her first release weeks, the author decided to create a character update that would make her and the VoidShell library stable for mid and higher end computers, while featuring some new gimmicks. ... This is the first  character's update that improves average framerate by optimizing her code, while tried to reduce the general CPU usage required 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 modu...

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.

Ner'zhul.Seraphim: 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 us 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 be a...

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.

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...

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! (> 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. (> 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.  (> Position Adjustment <) The other 4 characters will have their position X adjusted to their nearest partners instead of appearing on random locations when a n...

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. Engine Version Download Links: (> 1.00 - 4v4/3v3 Simul <)  or  (> 1.1b - EX+ Type <) 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 am aware engine patches that implement this have already been released, but these patch versions also fix 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. ... There is also a  WinMUGEN  patch version in case you need it.

M.U.G.E.N 1.1b: EikiLoader.EX - Postman Reloader

Good evening, readers.  On this occassion, I have created a Reloader template from the EikiLoader.EX program for this engine version, that allows you to load a full version of your character while creating another instance of the process in a similar way to the Postman method. This exploit template uses the STBOF  vulnerability, which we have already talked about previously, to execute its shellcode. (> 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 Reloader shellcode.  You can use this to create your SuperNull/Reloader characters easily without the need of creating complex ROP chains to execute similar code. This is all for now. Have a nice day.

M.U.G.E.N 1.00: ST Filepath - Buffer Overflow Attack

Good evening, friends. It has been a while since I have not talked about engine vulnerabilities, but I think this is the right time to start talking about this new vulnerability. This research was born from Nomi 's ideas about trying to overflow the ST filepath line in WinMUGEN, which motivated me to investigate said insight in M.U.G.E.N 1.00; a nd as expected, it is possible to perform a buffer overflow attack from there by creating a very long filepath string that overwrites the character loader's buffer region including the return address, allowing us to execute our ROP chain. This exploit can be used on both M.U.G.E.N 1.00 and 1.1b, but the main downside is not default-processing reversible, which currently restricts its use to SuperNull:Reloader characters only. (> Full information about this engine vulnerability can be found here . <) Note: Due to nature of the ROP exploit technique, do not expect this exploit to work on all the computers, so beware of it. Well, tha...

Einherjar...

"Some things appear to be real, but how are you sure they actually exist?" Words provided by Einherjar. This is a SuperNull character, that is also a Proof-of-Concept, I have worked in collaboration with the author Nomi .  Einherjar uses the CTBOF engine vulnerability, which is not so used due to its ROP limitations, to load her shellcode in M.U.G.E.N 1.00.  Download link can be found either  here  or in Nomi's website. Caution: It may not work on some computers, due to the way the ROP technique works, so beware of that matter. It has been a very while since I have created a character like her, but well, this is all for now.

M.U.G.E.N 1.00: Command Trigger - Buffer Overflow Attack

Good afternoon, friends. Hmm, I never thought I would be talking about this vulnerability again, but well, let us go straight to the point. As you can guess, this vulnerability also exists in M.U.G.E.N 1.00, but due to the NX Bit protection being active in the program, shellcodes cannot be directly executed, so it is required to use an exploit technique, known as Return-Oriented Programming , to circumvent said protection. I have recently made an exploit that takes advantage of such vulnerability, but as there are several pointer limitations to build a ROP chain that jumps the engine back to default processing, it is currently limited to SuperNull ~ Reloader characters. (> PoC can be downloaded here <) Note: As this exploit requires ROP chains to execute its shellcode, do not expect it to work on all the computers, so beware of it. Well, that is all for today, have a nice day.

WinMUGEN: EX Engine Patch

Hello, friends. For this occassion, I have created my engine patch for WinMUGEN, which allows you to create simul matches with a maximum of 4 characters instead of 2, while several code fixes were m ade to improve the game experience. Download Here: (> Version 1.05S <) 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. ... There is also a  1.00/1.1b  patch version in case you need them.

M.U.G.E.N Cheap Wiki

  Do you want to know how an engine exploit works in detail? Do you want to know more details about a character you like? Do you want to add your research into some articles?  If that is the case, we have this page for you to check out:  All the articles about characters, authors, and exploits can be found in this Wikia page, so you can get an idea about how they work in detail! Main articles have already been covered, but new content is yet to be created.