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Posted on Thu, 2 Nov 2017.
The Android ecosystem is actually pretty cool; it's comprised (mostly) of free software, running atop the Linux kernel, with its own tricked out Java runtime. The ecosystem can frustrating to get into, though. Google expects that all Android developers use their in-house IDE, Android Studio, and they choose to provide only minimal documentation for the command-line tools included... (read on)
Posted on Sat, 24 Sep 2017.
"funsignals" was a 250 point binary exploitation challenge with 58 solves. The challenge itself was a very trivial example of sigreturn-oriented programming.
Sigreturn-oriented programming is a means of getting values into certain registers without having to use ROP gadgets that pop values from the stack. It's a technique that relies on how UNIX-like operating systems impl... (read on)
Posted on Tue, 5 Sep 2017.
At a first glance, it might seem that game cheats like AimTux are something that could only be conjured by the most talented of reverse engineers. That was at least my initial view on it, especially since I always saw these game hackers using outlandish terms that I hadn't heard in over a year of playing in CTF's. Don't be fo... (read on)
Posted on Mon, 31 Jul 2017.
It seems that static linking is back in style, or at least popular among all the hip new programming languages of today. I don't have anything against statically linked binaries, nor do I have a problem with larger executables, but I've noticed that the acceptable size for an executable is a lot larger now than it was a few years ago; that is, the new kids on the block have signi... (read on)
Posted on Sat, 15 Jul 2017.
To start off, I'd like to say that I know very little about audio programming and digital audio in general. I've never formally studied signal processing, and hell, I haven't even started high school physics yet. This post merely documents what I've learned while trying to get sound working in my game, because there aren't really any other learning resources about this out there.... (read on)
Posted on Thu, 2 Mar 2017.
About two months have passed since the first release of Nekopack - a tool I wrote for extracting game data from Nekopara's XP3 archives. While the process wasn't an amazing reverse-engineering war story that will keep you on the edge of your seat, I feel it deserves a small blog post explaining how I did it. Additionally, there's no real documentation on the XP3 format as far as ... (read on)
Posted on Sun, 14 Aug 2016.
This is one of my older tutorials and follows a style unlike my current one. I also no longer hold the same claims I made about the SDL documentation that I originally made in this article. I think it's perfectly fine, you just need to spend some time looking around because it's not organized like other documentation is. For that reason, I have no plans to continue this tutorial ... (read on)