My long-lived hiatus from capture-the-flag has come to an end, as I got off my
ass this weekend to play in PlaidCTF 2019. Being a one-man team is pretty
lonely, but my old team wasn't playing, and even if they were, I don't know if I
would've wanted to make the commute just to play with them.
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My capture-the-flag team played in the Insomni'hack teaser this year. During the
competition, I worked on a single challenge titled "sapeloshop." It was labeled
as "Medium-Hard," and it was in the binary exploitation category. The source
code for the server wasn't provided, so reverse engineering was necessary. I
don't think that having to reverse the binary was supposed to be the hard part,
as most of the behavior could have been inferred through some high-level
analysis, yet I spent nearly five hours fruitlessly trying to reverse it, and
the subsequent burnout was bad enough that I went home early. This wasn't the
first time a reversing task had gotten the best of me; there had been a few
competitions last year where I felt a similar loss in motivation. Noticing this
recurring pattern frustrated me, and that frustration drove me to think about
ways to improve myself as a reverse engineer.
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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 significantly more
leeway than their predecessors. For example - a C program that spits out "hello
world" is 7 KB when statically linked to musl. It's 12 KB when dynamically
linked to glibc. The same program in D, where the reference compiler doesn't
allow dynamic linking to the standard library, is 896 KB. A blog post I read
recently about certificate chain verification in Go made a point of praising the
toolchain for being able to spit out a binary that was "less than 6 MB!" I'm
being more facetious than with my D example, as this was statically linked to an
SSL-capable web server, but 6 MB is a little over half the size of a
fully-functioning operating system. I'm not so interested in why we settle
binaries the size of a few videos, but instead I'd like to look at why they're
that large to begin with. To peer in and see what wealth of information is
stored inside, and how certain programming languages make use of that
information.
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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.
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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 I'm
aware, so hopefully this post will serve as an informal specification.
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SDL2 is my favorite graphics library right now. It might not be as powerful as
something like raw OpenGL, but it's simple. Simple enough that you can just
pick it up and start using it. There's a glaring issue with it, though. The
documentation is horrible. Absolutely horrible. A lot of it is unfinished, and
it doesn't look like it's getting attention any time soon. The SDL1.2
documentation wasn't as bad, but that version of the library is vastly outdated
by today's standards. So here's my take on a tutorial for SDL - part 0x00 of a
I-don't-know-how-long-I'm-going-to-drag-this-on series. My examples are going
to be written in C, because the constructs I show here can still be used
verbatim in C++ (and probably SDL's other language bindings as well). This
tutorial will be covering the little boilerplate that SDL requires, as well as
the basics of windowing and rendering. Let's get into it.
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