Posts tagged with "x86"

» Tagged: writeup, reverse-engineering, arm, x86

Writeups for Dennis Yurichev's Reverse Engineering Challenges (#2-#11)

As mentioned in the (now deleted) post I wrote describing my plans for 2019, one of my goals this year is to get through at least 50 of the exercises on Dennis Yurichev's challenges.re. I've decided to document my progress in the form of writeups for the challenges I complete, batched in sets of ten exercises. For each challenge, I'll try to explain the intuitions that brought me closer to answering the recurring question from Yurichev, "[w]hat does this code do?"

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» Tagged: tutorial, reverse-engineering, x86, c, linux

Reverse Engineering By Hand

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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» Tagged: writeup, security, binary-exploitation, video-games, x86, doom

Bad BEHAVIOR

TL;DR, I discovered a stack-smashing vulnerability in GZDoom's interpreter for ACS. As a preface, there's a tendency for whitepapers like this in the security community to be written with a somewhat condescending tone towards the product's vendor. I do not mean for any portion of this writeup to come off as degrading to the developers involved. Yes, the bug was obvious to me, but it was still subtle enough that it went under the radar for nearly 23 years. Most developers aren't actively thinking about this kind of attack while writing a bytecode interpreter. I have an enormous amount of respect for the development teams of both GZDoom and Zandronum, who were quick to issue a patch addressing the issue and were respectful of my wishes to release this whitepaper to the public. I'd also like to thank everyone I had the pleasure of working with during this process; it warms my heart to know that the communities behind these open-source software projects are this friendly.

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» Tagged: tutorial, reverse-engineering, video-games, game-hacking, x86, c++, radare2

Understand Game Hacking In One Post

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 fooled; game hacking isn't nearly as complex as its community makes it seem. In this post, I will explain the concepts in a way that is familiar to people with experience in binary exploitation and reverse engineering, but it shouldn't be too hard to understand if you lack that background.

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Reverse Engineering Babby's First Archive Format

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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