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...

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...

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.

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...

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...

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...

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.

Cookie Clicker - WinMUGEN Edition: Development Log No. 1

Hello friends. It has been a while since I do not post new content in my blog, but for this ocassion, I will be posting some development logs about this game adapation for M.U.G.E.N Engine: Cookie Clicker As you can guess, incremental type games like this one are virtually impossible to adapt in a fighting engine like M.U.G.E.N without the help of exploits, as the latter allows me to enable mouse support besides implementing some code patches for optimization purposes. Due to engine limitations, I will have to integrate new game mechanics to compensate, so you can have a unique and different experience when playing this game adaption. It is currently in W.I.P state, but it will eventually be released to the public after fine-tuning the last details, so stay tuned for new posts. Have a nice day.