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This is a blog that I have made for discussing and posting content related to my MUGEN characters or other programming-related things, whether MUGEN or not. My characters are private/trade-only to prevent edits and the like. More often than not, asking will get you them, though.
Feel free to post a comment if you have any concerns. I mostly post in English, but can speak Japanese to an extent. I'll use a translator for any other language, so feel free to use your native one if you don't feel comfortable speaking in one of those two.

Characters created/collaborated on:


Y-Gefühl (憂愁ゲフール)

ASYuuka (ασιν)

Volcrz Dedicated Measure stuff

i can't believe i'm using this again lmoa, how long has it been, at least 2 years?

everything up to Inferno is done as intended (aka deal X damage and have Y life while being Z distance away from Volcrz while she has less than W life, really simple)

Inferno has a condition that is something like:
[State ]
type = NotHitBy
triggerall = !isHelper && name = "Volcrz"
trigger57 = var(36) = 6 ;Inferno
trigger57 = sysvar(1) > 900 ;life < lifemax/10
trigger57 = enemy,numhelper || enemy(numenemy > 1),numhelper
value = SCA,AA,AT,AP
ignorehitpause = 1
there's similar conditions in Unlimited and DeathLevel
Beatrix likes helpers tho, they let her do C O O L things with attacks
i want her to do C O O L things with attacks

hence the creation of a new tech, numhelper impersonation! this will make it such that anyone (and i mean anyone, including you) will see that you have an arbitrarily defined amount that is less than what you actually have
how you perform this is only theoretically possible for a standard god character, but is easily possible using address acquisition
by setting a helper's root address to itself, it will treat it as a seperate entity from the root entirely (probably its numhelper count will be 1, it can have projectiles, etc.)
of course you should really consider storing the original root's address in this case... that way you can still reference it.

because the helper is now a seperate entity (i'll refer to it as a "phantom helper"), the true root's numhelper goes down by 1. you can repeat this for all of your helpers and have a helper count of "0", despite having more than that in practice.
using this, Inferno and Unlimited can be satisfied with helpers, as shown below:

DeathLevel's cannot be satisfied outside of theory) due to how damage processing works and the fact that Volcrz's penalty checks for both life = 0 and alive != [0, 1] seperately.
theoretically, i could do something similar to what i did for DX_Machina (set movetype outside of Beatrix's main processing), but i think that it'd be a bit too fluctuating to be viable (movetype read as H > A > H > A > H > A...)


Before I Forget Again

Version 1 of ASYuuka has been complete since the 20th, I just forgot to post a video link

Here's a showcase of her done by Buraido.

I don't know how to make youtube videos embed in this blog, sorry

An Explanation on Exploitation

More specifically, DisplayToClipboard exploitation.
There are various methods MUGEN characters use exploiting it in order to accomplish many tasks. Let's walk through them.

This is an exploit in C++'s printf function that is very easy to pick up, which is why so many characters exist that use this exploit. It's basically essential for most forms of arbitrary code execution as well unless you know what you're doing or are using a certain other method.
text = "%n"
params = a
This will set the value of the specified address "a" to 0. I'll assume you know what the rest of a DisplayToClipboard structure looks like.
Of course, you can specify more than one...
text = "%n%n"
params = a1, a2
This will set both the addresses "a1" and "a2" to 0.
If you want to set the address to an arbitrary value, you can use %#u or %#d.
text = "%123u%n"
params = c, a
Will set the address "a" to 123. The "c" in the parameters does not matter in this case, but keep in mind that if the number of c's digits exceed the number you put, it will default to c's digits instead. Typically c is 0 for that reason.
%n, for those uninformed, will set the address to the value of the number of characters before it. %n itself doesn't count as a character. %123u/%123d will display a total of 123 characters, including the number specified, for instance. The only difference between %u and %d is that %u is unsigned.
Now, for more dynamic values that can change, a different form of %d is used.
text = "%.*d%n%d"
params = var(x), 0, a
This allows you to use a variable instead of a constant. It will set the address "a" to whatever var(x) just so happens to be [the * will become var(x)]. 0 is the second operator because the "." in states that 0 will output nothing if var(x) is 0. Using a variable itself is typically bad practice due to the clipboard's buffer being only 1024 bytes long. Typically, var(x)&255 and its derivatives are used for that reason. Something else to note is that MUGEN's processing is weird with this, there should be 4 parameters but only 3 will be accepted by its code checking. This means that the last %d doesn't actually do anything.
Misc notes about %n: It will set the 3 bytes immediately after the one you're setting to 0, as it's basically a mov instruction. It will also only work on WinMUGEN. This is why so many people use it instead of MUGEN 1.X for cheap characters, among other reasons; you will be missed, state controller overflow.

So now that we got through with the biggest one of all, let's take a look at some of the things you can use along with it after you've set up some code using it as an address. Sorry, I'm not giving a tutorial on ASM.

Yes, you heard me right, the common float display thing has an exploit that can be (ab)used. I mean, come on, edits like Huitloxopetl and R'lyeh Text-Special exist as proof of that.
The %f exploit only works because the MUGEN developers decided to leave the address for handling %f processing in read-write memory, which means that it can be set by %n or other means. %f's handler is stored at 0x004B48E8 [4933864 in decimal] for reference. It is normally 0x00496651, which is why a jmp 00496651 instruction is required at the end of the code, but since it's in read-write space, it can be repointed to another address. This allows you to execute code at any address that you've set up beforehand by simply using the innocent %f in a DisplayToClipboard.
text = "%f"
params = pos X
is a commonly used method of executing %f once it's done.
Misc notes about %f: Since you overwrote the %f pointer entirely, the potential to jump to the code abnormally (i.e. an unedited Reisen using %f to list the enemy's distance), will persist into the next match(es) until it's reset. This is the reason why I don't really like it that much compared to other methods. Whether it is compatible with MUGEN 1.X or not is unknown at this time.

My personal favorite, buffer overflow. It doesn't have to be %1024u, it can really be any operator like it with a 1024 preceding it. It cannot really just be %1024u though, and needs to be in this format.
text = "%1024uDCBA"
params = whatever ;probably not needed
This will execute code at an address that depends on the character code of D, C, B, and A. "A" in this context is typically unused as most of your code will probably be written at about 0x004B4000 anyways. Please keep in mind that inserting a null terminator [hex code 00] will immediately end your code, so it cannot be used mid-way into the address. As an example, a DCBA of... well... DCBA... will execute code at the address 0x41424344. A DCBA of J@K (this is typically used in address acquisition) will execute code at the address 0x004B404A.
Note that in order to return to the main portion of the game's code with no ill side effects, the following ASM is required at the end of your code:
add esp,14
pop esi
add esp,00000400
mov [esp],004713F3
(Bytes: 83 C4 14 5E 81 C4 00 04 00 00 C7 04 24 F3 13 47 00 C3)
Misc notes about %1024u: This is the method I personally prefer due to it only being executed on demand. However, it should be noted that overwriting the code with another piece in the same state is not something I'd recommend doing (in my experience, it crashes). Also, it doesn't work on MUGEN 1.1 due to the buffer being terminated properly. However, this should work on MUGEN 1.0 due to another similar method working...

Clipboard code execution:
Also known as the Void method by some. It's the most technical branch of MUGEN DisplayToClipboard exploits to pick up, and for good reason. The general format is the following:
text = "your code goes here%????uBkA"
params = whatever ;probably not needed
Note the ???? instead of 1024. This is because your code's bytes and this number must add up to 1024 exactly, so the number depends on your code. Of course, you have to use characters instead of %n. There's also the added limiter that you still cannot use a null terminator at all, oftentimes requiring mov + sub shenanigans in order to execute your code properly. Once you get this down, everything else will come smoothly. The ending code is similar to %1024u's, except it requires "add esp,0C" instead of "add esp,14" and "add esp,00000400" is split into 16 "add esp,40" expressions.
Misc notes about clipboard code execution: Due to it requiring you to write every byte in a single line and the null terminator being completely banned, this is a more technical method of arbitrary code execution. I have heard this works on MUGEN 1.0, but not in MUGEN 1.1. Perhaps it can be used to replace %n in MUGEN 1.0 in the future? Who knows...

Anyways this is my long explanation on code and stuff have fun with it now


Screen Shot 2016-09-08 at 16,34,33
Screen Shot 2016-09-08 at 16,34,36
Screen Shot 2016-09-08 at 16,35,38
I did it! My theory of state code pointer backing up worked! Yuuka can now survive %f root deleter!
All it took was a bit of extra code and some preparations, but now Yuuka should be able to survive root deleter assuming everything's initialized.

R'lyeh didn't really win according to the game, but her %f makes her win while she's active meaning that she'll go to statedef 180 anyway, so...
Also, this attack actually doesn't skip to roundstate = 3, but another one does. That would be the darkja-esque move.


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