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...

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!

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...

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: Beta Build Repository

Hello again It has been weeks since I have been working on this Cookie Clicker game adaptation for this engine version, so as not to kill any possible "expectation", some beta builds will be released in this post (> VB0.02: Download Here <) Make sure to read the ReadMe text file before use Warning: This game adaptation can only be run on the Hi-Low Res version and is not intended to work as a playable character, so do not expect it to fight other enemies, as unpredictable results could occur Despite being in W.I.P state, current beta build link might be changed for the latest one, so stay tuned for new posts

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.

¡Dictador a La Base! Release

Hello friends For this occassion, I have finally released my newest Eikidankai character (the EX version to be precise), under the name of "¡Dictador a La Base!" Aléjate de el Eso Brad, o si no, te lanzará una bomba que hará cagar... Click here to download this character Note: It is highly advised to run this character on a computer you use for testing purposes only, otherwise, save all your work before running this character ... Your antivirus may detect the files as viruses, but  it is just a false positive, so do not worry about it To be honest...  I do not have anything else to say but have fun with this character ~ That is all for now, stay tuned for new content. Have a nice day...

Molotov-Donald

Hi friends. It has been a long while since I do not post anything in my blog, but in this ocassion, I will be releasing one of my oldest joke characters to the public: Molotov-Donald Some flawed code states have been removed to prevent the program from crashing. I have nothing to say but a download link will be provided below here: [> Download here <] That is all for now, stay tuned for new content. Have a nice day. 

WinMUGEN Exploits: Command Trigger Buffer Overflow

Good evening, my friends. Well, today we are going to talk about a new exploit, found in WinMUGEN. Information provided by ydccdy, a Chinese MUGEN author, has revealed the existence of an exploit found in the CMD processor,  the command expressions to be exact. , whose main function is to trigger determined actions from the commands written in StateDef -1. After having taken a look at the exploit, I have noticed the command name length is fixed to 64 bytes, giving the chance to execute arbitrary code from a CMD expression by surpassing this length, basically a buffer overflow. What M.U.G.E.N authors put in their state controllers to make use of the commands, either it can be used to execute arbitrary code, for example, these 2 pictures: Command = "Insert all your shellcode here, it is less versatile, but well. 1234" Note: The 1234 characters are used as a return address for the exploit. I have made this character after spending a few hours to pr...

Void-Schmelze Release!

Hello friends.  In this occasion I have decided to release Void-Schmelze, one of my first SuperNull characters, well, it is because I would like you friends to test her. (> Download here <) Keep in mind her SuperNull file, Eikidankai, might be able to do some malicious actions from your point of view, but do not worry, it will not damage your computer... Well, that is all, friends. Stay tuned for upcoming posts!

Explosive-Donald

Hi friends.  In this occasion I have released this old supernull character called Explosive-Donald. That is all, stay tuned for upcoming threads. (> Download here <)

Cyberia V1

(> Download here <) Hi friends.  I think this is the right time to release the first version of Cyberia, one of my old SuperNull characters, so enjoy!

Nyan-Cat Release(Win)

Hi everyone. I have decided to release this SuperNull character to the public, called  N yan - C at , which is virtually identical to the original source.   Nyan-Cat :v (> Download Here <) Enjoy.

Rainbow-Unknown(Release)

Hi everyone... After thinking about this for some months, I have decided to release this SuperNull character, called as  R a i n b o w - U n k n o w n. Well, she is a "mid tier" SuperNull character, so nothing else to say. Welp... (> Download Here <) Enjoy.

Biakiel - Public Release

Hi friends. I am here again to release the old version of a SuperNull character  called Biakiel.  I have decided to release this character, because he is old enough to be kept in private, so someone else could find him interesting. (>  Biakiel V2  <) I will leave the download link in this blog entry without removing it this time. Time to leave.