mandag 13. april 2020

S2 Dynamic Tracer And Decompiler For Gdb

Decompiling is very useful for understanding srtipped binaries, most dissasemblers like IDA or Hopper have a plugin for decompiling binaries, generating a c like pseudocode.

Static analysis, is very useful in most of cases, specially when the binary is not so big, or when you just have an address where to start to analyze. But some algorithms will be learned in less time by dynamic analysis like tracing or debugging.

In cookiemonsters team, we are working on several tracers with different focus, but all of them mix the concept of tracing and decompiling to generate human-readable traces.

S2 is my tracer & decompiler plugin for gdb, very useful for ctfs.
Some of the features are:

- signed/unsigned detecion
- conditional pseudocode (if)
- syscall resolution
- unroll bucles
- used registers values
- mem states
- strings
- logging



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AutoNSE - Massive NSE (Nmap Scripting Engine) AutoSploit And AutoScanner


Massive NSE (Nmap Scripting Engine) AutoSploit and AutoScanner. The Nmap Scripting Engine (NSE) is one of Nmap's most powerful and flexible features. It allows users to write (and share) simple scripts (using the Lua programming language ) to automate a wide variety of networking tasks. Those scripts are executed in parallel with the speed and efficiency you expect from Nmap. Users can rely on the growing and diverse set of scripts distributed with Nmap, or write their own to meet custom needs. For more informations https://nmap.org/book/man-nse.html

Installation
$ git clone https://github.com/m4ll0k/AutoNSE.git
$ cd AutoNSE
$ bash autonse.sh

Exmaples
$ bash autonse.sh




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Osueta: A Simple Python Script To Exploit The OpenSSH User Enumeration Timing Attack


About Osueta?
   Osueta it's a simple Python 2 script to exploit the OpenSSH User Enumeration Timing Attack, present in OpenSSH versions <= 7.2 and >= 5.*. The script has the ability to make variations of the username employed in the bruteforce attack, and the possibility to establish a DoS condition in the OpenSSH server.

    Read more: OpenSSH User Enumeration Time-Based Attack

   The bug was corrected in OpenSSH version 7.3.

   Authors of Osueta:

Osueta's Installation
   For Linux users, open your Terminal and enter these commands:
   If you're Windows users, follow these steps:
  • Install Python 2.7.x from Python.org first. On Install Python 2.7.x Setup, choose Add python.exe to Path.
  • Download Osueta-master zip file.
  • Then unzip it.
  • Open CMD or PowerShell window at the Osueta folder you have just unzipped and enter these commands:
    pip install python-nmap paramiko IPy
    python osueta.py -h

Advice: Like others offensive tools, the authors disclaims all responsibility in the use of this script.

Osueta help menu:

Osueta's examples:
   A single user enumeration attempt with username variations:
python2 osueta.py -H 192.168.1.6 -p 22 -U root -d 30 -v yes


   A single user enumeration attempt with no user variations a DoS attack:
python2 osueta.py -H 192.168.1.6 -p 22 -U root -d 30 -v no --dos yes


   Scanning a C class network with only one user:
python2 osueta.py -H 192.168.1.0/24 -p 22 -U root -v no 


   Scanning a C class network with usernames from a file, delay time 15 seconds and a password of 50000 characters:
python2 osueta.py -H 192.168.1.0/24 -p 22 -L usernames.txt -v yes -d 15 -l 50


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lørdag 11. april 2020

Authentic Vs Epic


So, I tweeted out a poll last night.  If you were DMing, would you rather go for authentic or epic?

Several people responded "both" or asked what the difference was or just needed clarification.  My reply required more than Twitter's character limit could give me.

When I say "authentic" I mean a few things...

1) Realism:  Yes, it's hard to talk about realism when we're dealing with sorcerers and dragons.  Verisimilitude is probably closer to the mark.  What would a genuine romp through the campaign setting look like?  Sleeping on the ground, cooking beans and sausages in the fire, or the Disney version where sleeping arrangements aren't even considered because everyone's rushing from starship chase to disarming the nuclear fireball to dueling with the PCs' arch-nemesis.

2) The mundane stuff:  Doesn't have to be all grim and gritty and covered in filth, but it shouldn't be super glamorous.  The lived-in universe of Star Wars IV where Luke has to scrape off the carbon scoring by hand.  That's not epic.  Nor is cleaning bedpans, but someone's got to do it.  Should the PCs?  Well, not for the entire scenario, obviously.  However, would it kill them to start their adventuring life mopping the tavern floor or chasing after poop-covered chickens?

3) Things just happen:  Not much attention is paid to the beginning, middle, and end.  No inciting incident, rising action, or climax.  As you get deeper, things may get increasingly hairy, but that's just logical progression, not anything to do with a story arc.

When I'm talking about epic, I mean things that are larger than life and grandiose.  Since I'm already on a Star Wars kick, the sequel trilogy (episodes VII - IX) would be epic.  Humble beginnings quickly lead to whooping ass and taking names right in the middle of a galactic drama between good and evil (or what passes for such things).

If this were an epic D&D session, even meeting in a tavern would launch straight into a quest to save the kingdom or at least a princess.  In contrast, an authentic session where PCs also meet in a tavern might escalate into a barroom brawl before overhearing that an entrance to the mythic underworld has just been found just outside town.

Epic goes for adventure with a capital A.  Authentic reminds you that even if you score a decent haul of treasure, there's still a chance for catching a splinter while you're polishing the blacksmith's anvil, listening to the village idiot drone on about his imaginary cat.

And yes, there's a connection between authentic vs. epic and sandbox vs. pre-plotted linear adventure.  The former moves along at it's own pace, organically... usually haphazard and occasionally awkward.  The latter is sleek and stylish with thrills and chills at regular intervals, but let's face it, those adventures also feel kind of staged, plastic... artificial, even.

So, the big question!  Are these mutually exclusive or can epic and authentic go together like chocolate and peanut butter?  I'd say, yes, it's possible to do both.  And yet, exceedingly rare is the Game Master who can consistently pull off authentic and epic in the same session.  Campaigns are easier to manage authentic and epic because different adventures can provide for tonal shifts.  Even the farm boy from Tatooine can blow up a Death Star after 10 sessions of hard work.

In the end, I, too, prefer both.  However, if I had to set my sights on just one... it would be authentic because that gets you closer to immersion, which is the prime factor of roleplaying games.

VS

p.s. Want the Cha'alt hardcover?  Due to high demand, I've decided to extend the special January deal until Valentine's Day... while supplies last!

onsdag 8. april 2020

Bonus Track - Concert Ticket Stubs

Hi there! I hope very much that you all are staying home when you can and staying safe. For the first time in a loooong time, I have a Bonus Track for you. In this episode I go through my concert ticket stubs that I saved (most of them from before my twenties), and talk about each show, if I remember anything about it. There's some fun stories in there that I hope you will like. Thanks to Sean and Lisa for the inspiration, there's an Autobiography of a Schnook episode where the two of them talk about the concerts they went to in 2019. As always, please take care of yourselves and thank you for listening.

Autobiography of a Schnook Podcast

lørdag 28. mars 2020

Sega Genesis - Compatibility Issues Across Models

When you buy a console, you might expect every game to work perfectly on it.  In most instances you are covered, but some consoles tend to be a little picky about the games they can play for obscure, rather than obvious, reasons.  Here let's look at the Sega Mega Drive and Genesis and see what kind of compatibility issues you can encounter when playing games on them.


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The Art Of Video Games: Super Smash Bros.



Image used for criticism under "Fair Use."



"I've heard legends of that man,
Alone he rushed into his enemies,
How he saved his homeland,


I've heard legends of that man,
He ran the breadth of the land, 

Ruining all he touched to rubble,

I've heard legends of that man,
I've heard legends of that man,

Revered by many, I too, revere him,
Feared by many, I too, fear him,


Now, that man,
Is near to me,


Now, that man,
Stands by me,


Now,  friends are with me,
Some, once heroes,
Some, mortal enemies,

And as we face one another in battle, 
We shine ever brighter."


The Super Smash Bros. series, whatever iteration you've played, serves as more than just a fighting game, but as a tribute to all that Nintendo has accomplished thus far. Nintendo is to video games what Disney is to animation. Both excel at crafting revolutionary entertainment for audiences of all ages, with reputations of high quality and satisfaction. The characters brought about by these companies have also entered the public consciousness of storytelling and art. Many, need no introduction.

The lyrics you've just read belong to the theme of Super Smash Bros. Brawl, a version of the series for the Nintendo Wii. The song was composed by the ineffable Nobuo Uematsu of Final Fantasy, whose lyricism has graced "Aria di Mezzo Caraterre", "The One-Winged Angel", and "Liberi Fatali." His theme brings a rather mature and exalted mood to the game. The roster of Nintendo characters aren't simply ones who have been made up on the spot, but world-famous icons who's feats have entered the annals of video game history, Mario, Luigi, Kirby, Link, Samus, Pikachu, Donkey Kong, Zelda, Fox McCloud, Bowser, Pit, Peach, Marth, Ganondorf, Mewtwo, and even R.O.B. The Robot. The song is reminding players that they are fighting with and against the characters who've helped to craft video games as we understand them. That is something to be both honored and feared. Manaav Goyal of Always Nintendo, has spoken on the variety of interpretations in these lyrics,

"The story behind the song is one that can be interpreted in many ways. A clear one is that the lyrics are in the point of view of one of the fighters in the game, stating how these are noble heroes, who I am willing to fight with and against.  Another interpretation could be that the song is about the fierceness of the fighters in the game. The song is in E major, which as stated by Austrian composer Anoton Bruckner, "is frequently associated with contemplation." This statement mirrors the song well, as the story does follow a man observing his relationship towards the champions, and what they truly are to him."

As far as fighting games go, and I've played my share, the Super Smash Bros. series is something special. For one, there is no bar of HP that determines how many hits one can take. Rather, each hit you take racks up a percentage, the higher your percentage, the more likely you are to be thrown out of the arena. The battle is won by the person who can throw his opponents out of the area x number of times (depending on the number of lives one has). So the game becomes a strategy of knocking the others out of the arena as fast as possible. This can helped or stalled by the various arenas, which include the Mushroom Kingdom, Pokemon Stadium, and Hyrule Castle. Numerous items can also be picked up or thrown, from Pokeballs, to Fire Flowers, to Hammers, to Ray Guns. Pokeballs being my personal favorite, if only for their random variety. Though what truly makes Super Smash Bros. worthwhile, and arguably one of the finest fighting games out there, is the multiplayer option. Games can devolve into a four way battle royal, in which it can be difficult to tell who is hitting what and where. This chaos can allow for a number of things to happen, and at times, the winner won't always be clear cut. I have to admit that I usually button mash when I play, which can be fun at times, but strategy is what will save you in the long stretch.

Super Smash Bros comes from the mind of Masahiro Sakurai, who also directed the Kirby series. Satoru Iwata, the current director of Nintendo, reflected on the creation of the series with Sakurai in an interview. The prototype was initially called Dragon King: The Fighting Game, the idea of using Nintendo characters came in when Sakurai realized that for the 64 console, a degree of character development was needed. Since Nintendo already had a set of popular characters, Sakurai thought it expedient to select from them instead of making new ones from scratch. The usage of Nintendo characters was initially met with resistance by fans, since making these beloved heroes fight one another didn't sound very appealing. History has proven otherwise. Even non-Nintendo characters who have appeared on Nintendo systems were later added to the roster, Sonic, Mega-Man, Solid Snake, and Pac-Man. Sakurai has emphasized how Super Smash Bros is supposed to resemble a once-in-a-lifetime experience, a game that changes every time you play it, as he said, "The appeal of Smash Bros. lies in the fact that it offers ever-changing entertainment born of chance and player improvisation..."

Nintendo has come a long way since its humble beginnings in 1889 as a company that sold hanafuda playing cards. With their leap into video games during the 1970's, well, you know: Donkey Kong, NES, Super Mario Bros, Nintendo Power, Duck Hunt, Legend of Zelda, Metroid, Punch-Out, SNES, Super Mario Bros. 3, StarFox, Game Boy, Pokemon Red and Blue, Nintendo 64, Ocarina of Time, Majora's Mask, GameCube, Fire Emblem, Game Boy Color, Super Metroid, Pokemon Silver and Gold, Game Boy Advance, Final Fantasy VI, Nintendo DS, Mario Kart, Chrono Trigger, Nintendo Wii, Twilight Princess, et cetera, et cetera.

It is also said that the word "nintendo" means "leave luck to heaven", well, maybe there's something to that.


Bibliography

Goyal, Manaav. "Behind the Notes: Super Smash Bros. Brawl Theme." Always Nintendo, June 21, 2014. Web. http://alwaysnintendo.com/behind-notes-super-smash-bros-brawl-theme/

Sakurai, Masahiro. Interviewed by Satoru Iwata. "Iwata Asks: Dragon King: The Fighting Game." Nintendo. Web. http://iwataasks.nintendo.com/interviews/#/wii/ssbb/6/0

Sakurai, Masahiro. Interviewed by Satoru Iwata. "Iwata Asks: Super Smash Bros Brawl: Once In A Lifetime." Nintendo. Web. http://iwataasks.nintendo.com/interviews/#/wii/ssbb/6/2

"Super Smash Bros. Brawl Main Theme - Lyrics." YouTube, June 29, 2014. Web. https://www.youtube.com/watch?v=YtyQ7HqHlqs