x86 Disassembly
x86 Disassembly
x86 Disassembly
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Contents
Articles
Wikibooks:Collections Preface X86 Disassembly/Cover X86 Disassembly/Introduction 1 3 3 5 5 10 19 20 29 29 34 49 51 52 52 54 58 59 65 75 84 88 93 96 96 102 104 109 113 120
Tools
X86 Disassembly/Assemblers and Compilers X86 Disassembly/Disassemblers and Decompilers X86 Disassembly/Disassembly Examples X86 Disassembly/Analysis Tools
Platforms
X86 Disassembly/Microsoft Windows X86 Disassembly/Windows Executable Files X86 Disassembly/Linux X86 Disassembly/Linux Executable Files
Code Patterns
X86 Disassembly/The Stack X86 Disassembly/Functions and Stack Frames X86 Disassembly/Functions and Stack Frame Examples X86 Disassembly/Calling Conventions X86 Disassembly/Calling Convention Examples X86 Disassembly/Branches X86 Disassembly/Branch Examples X86 Disassembly/Loops X86 Disassembly/Loop Examples
Data Patterns
X86 Disassembly/Variables X86 Disassembly/Variable Examples X86 Disassembly/Data Structures X86 Disassembly/Objects and Classes X86 Disassembly/Floating Point Numbers X86 Disassembly/Floating Point Examples
Difficulties
X86 Disassembly/Code Optimization X86 Disassembly/Optimization Examples X86 Disassembly/Code Obfuscation X86 Disassembly/Debugger Detectors
References
Article Sources and Contributors Image Sources, Licenses and Contributors 143 144
Article Licenses
License 145
Wikibooks:Collections Preface
Wikibooks:Collections Preface
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X86 Disassembly/Cover
X86 Disassembly/Cover
The Wikibook of
x86 Disassembly
Using C and Assembly Language
X86 Disassembly/Introduction
What Is This Book About?
This book is about the disassembly of x86 machine code into human-readable assembly, and the decompilation of x86 assembly code into human-readable C or C++ source code. Some topics covered will be common to all computer architectures, not just x86-compatible machines.
X86 Disassembly/Introduction
What is Disassembly?
Computer programs are written originally in a human readable code form, such as assembly language or a high-level language. These programs are then compiled into a binary format called machine code. This binary format is not directly readable or understandable by humans. Many programs -- such as malware, proprietary commercial programs, or very old legacy programs -- may not have the source code available to you. Programs frequently perform tasks that need to be duplicated, or need to be made to interact with other programs. Without the source code and without adequate documentation, these tasks can be difficult to accomplish. This book outlines tools and techniques for attempting to convert the raw machine code of an executable file into equivalent code in assembly language and the high-level languages C and C++. With the high-level code to perform a particular task, several things become possible: 1. Programs can be ported to new computer platforms, by compiling the source code in a different environment. 2. The algorithm used by a program can be determined. This allows other programs to make use of the same algorithm, or for updated versions of a program to be rewritten without needing to track down old copies of the source code. 3. Security holes and vulnerabilities can be identified and patched by users without needing access to the original source code. 4. New interfaces can be implemented for old programs. New components can be built on top of old components to speed development time and reduce the need to rewrite large volumes of code. 5. We can figure out what a piece of malware does. We hope this leads us to figuring out how to block its harmful effects. Unfortunately, some malware writers use self-modifying code techniques (polymorphic camouflage, XOR encryption, scrambling)[1], apparently to make it difficult to even detect that malware, much less disassemble it. Disassembling code has a large number of practical uses. One of the positive side effects of it is that the reader will gain a better understanding of the relation between machine code, assembly language, and high-level languages. Having a good knowledge of these topics will help programmers to produce code that is more efficient and more secure.
[1] "How does a crypter for bypass antivirus detection work?" (http:/ / security. stackexchange. com/ questions/ 278/ how-does-a-crypter-for-bypass-antivirus-detection-work)
Tools
X86 Disassembly/Assemblers and Compilers
Assemblers
Assemblers are significantly simpler than compilers, and are often implemented to simply translate the assembly code to binary machine code via one-to-one correspondence. Assemblers rarely optimize beyond choosing the shortest form of an instruction or filling delay slots. Because assembly is such a simple process, disassembly can often be just as simple. Assembly instructions and machine code words have a one-to-one correspondence, so each machine code word will exactly map to one assembly instruction. However, disassembly has some other difficulties which cannot be accounted for using simple code-word lookups. We will introduce assemblers here, and talk about disassembly later.
Assembler Concepts
Assemblers, on a most basic level, translate assembly instructions into machine code with a one to one correspondence. They can also translate named variables into hard-coded memory addresses and labels into their relative code addresses. Assemblers, in general, do not perform code optimization. The machine code that comes out of an assembler is equivalent to the assembly instructions that go into the assembler. Some assemblers have high-level capabilities in the form of Macros. Some information about the program is lost during the assembly process. First and foremost, program data is stored in the same raw binary format as the machine code instructions. This means that it can be difficult to determine which parts of the program are actually instructions. Notice that you can disassemble raw data, but the resultant assembly code will be nonsensical. Second, textual information from the assembly source code file, such as variable names, label names, and code comments are all destroyed during assembly. When you disassemble the code, the instructions will be the same, but all the other helpful information will be lost. The code will be accurate, but more difficult to read. Compilers, as we will see later, cause even more information to be lost, and decompiling is often so difficult and convoluted as to become nearly impossible to do accurately.
MASM
MASM is Microsoft's assembler, an abbreviation for "Macro Assembler." However, many people use it as an acronym for "Microsoft Assembler," and the difference isn't a problem at all. MASM has a powerful macro feature, and is capable of writing very low-level syntax, and pseudo-high-level code with its macro feature. MASM 6.15 is currently available as a free-download from Microsoft, and MASM 7.xx is currently available as part of the
X86 Disassembly/Assemblers and Compilers Microsoft platform DDK. MASM uses Intel Syntax. MASM is used by Microsoft to implement some low-level portions of its Windows Operating systems. MASM, contrary to popular belief, has been in constant development since 1980, and is upgraded on a needs-basis. MASM has always been made compatible by Microsoft to the current platform, and executable file types. MASM currently supports all Intel instruction sets, including SSE2. Many users love MASM, but many more still dislike the fact that it isn't portable to other systems.
TASM
TASM, Borland's "Turbo Assembler," is a functional assembler from Borland that integrates seamlessly with Borland's other software development tools. Current release version is version 5.0. TASM syntax is very similar to MASM, although it has an "IDEAL" mode that many users prefer. TASM is not free.
NASM
NASM, the "Netwide Assembler," is a free, portable, and retargetable assembler that works on both Windows and Linux. It supports a variety of Windows and Linux executable file formats, and even outputs pure binary. NASM is not as "mature" as either MASM or TASM, but is: more portable than MASM cheaper than TASM strives to be very user-friendly NASM comes with its own disassembler, and supports 64-bit (x86-64/x64/AMD64/Intel 64) CPUs. NASM is released under the LGPL.
FASM
FASM, the "Flat Assembler" is an open source assembler that supports x86, and IA-64 Intel architectures.
GAS
The GNU Assembler (GAS) is the default back-end to the GNU Compiler Collection (GCC) suite. As such, GAS is as portable and retargetable as GCC is. However, GAS uses the AT&T syntax for its instructions as default, which some users find to be less readable than Intel syntax. Newer versions of gas can be switched to Intel syntax with the directive ".intel_syntax noprefix". GAS is developed specifically to be used as the GCC backend. Because GCC always feeds it syntactically correct code, GAS often has minimal error checking. GAS is available as a part of either the GCC package or the GNU binutils package. [1]
Other Assemblers
HLA
HLA, short for "High Level Assembler" is a project spearheaded by Randall Hyde to create an assembler with high-level syntax. HLA works as a front-end to other assemblers such as FASM (the default), MASM, NASM, and GAS. HLA supports "common" assembly language instructions, but also implements a series of higher-level constructs such as loops, if-then-else branching, and functions. HLA comes complete with a comprehensive standard library. Since HLA works as a front-end to another assembler, the programmer must have another assembler installed to assemble programs with HLA. HLA code output therefore, is as good as the underlying assembler, but the code is much easier to write for the developer. The high-level components of HLA may make programs less efficient, but that cost is often far outweighed by the ease of writing the code. HLA high-level syntax is very similar in many respects to Pascal, which in turn is itself similar in many respects to C, so many high-level programmers will immediately pick up many of the aspects of HLA. Here is an example of some HLA code: mov(src, dest); //C++ style comments pop(eax); push(ebp); for(mov(0, ecx); ecx < 10; inc(ecx)) do mul(ecx); endfor; Some disassemblers and debuggers can disassemble binary code into HLA-format, although none can faithfully recreate the HLA macros.
Compilers
A compiler is a program that converts instructions from one language into equivalent instructions in another language. There is a common misconception that a compiler always directly converts a high level language into machine language, but this isn't always the case. Many compilers convert code into assembly language, and a few even convert code from one high level language into another. Common examples of compiled languages are: C/C++, Fortran, Ada, and Visual Basic. The figure below shows the common compile-time steps to building a program using the C programming language. The compiler produces object files which are linked to form the final executable:
For the purposes of this book, we will only be considering the case of a compiler that converts C or C++ into assembly code or machine language. Some compilers, such as the Microsoft C compiler, compile C and C++ source code directly into machine code. GCC on the other hand compiles C and C++ into assembly language, and an assembler is used to convert that into the appropriate machine code. From the standpoint of a disassembler, it does not matter exactly how the original program was created. Notice also that it is not possible to exactly reproduce the C or C++ code used originally to create an executable. It is, however, possible to create code that compiles identically, or code that performs the same task. C language statements do not share a one to one relationship with assembly language. Consider that the following C statements will typically all compile into the same assembly language code: *arrayA = arrayB[x++]; *arrayA = arrayB[x]; x++; arrayA[0] = arrayB[x++]; arrayA[0] = arrayB[x]; x++; Also, consider how the following loop constructs perform identical tasks, and are likely to produce similar or even identical assembly language code: for(;;) { ... } while(1) { ... } do { ... } while(1)
Microsoft C Compiler
The Microsoft C compiler is available from Microsoft for free as part of the Windows Server 2003 SDK. It is the same compiler and library as is used in MS Visual Studio, but doesn't come with the fancy IDE. The MS C Compiler has a very good optimizing engine. It compiles C and C++, and has the option to compile C++ code into MSIL (the .NET bytecode). Microsoft's compiler only supports Windows systems, and Intel-compatible 16/32/64 bit architectures. The Microsoft C compiler is cl.exe and the linker is link.exe Listing Files In this wikibook, cl.exe is frequently used to produce assembly listing files of C source code. To produce an assembly listing file yourself, use the syntax: cl.exe /Fa<assembly file name> <C source file> The "/Fa" switch is the command-line option that tells the compiler to produce an assembly listing file. For example, the following command line: cl.exe /FaTest.asm Test.c would produce an assembly listing file named "Test.asm" from the C source file "Test.c". Notice that there is no space between the /Fa switch and the name of the output file.
GNU C Compiler
The GNU C compiler is part of the GNU Compiler Collection (GCC) suite. This compiler is available for most systems and it is free software. Many people use it exclusively so that they can support many platforms with just one compiler to deal with. The GNU GCC Compiler is the de facto standard compiler for Linux and Unix systems. It is retargetable, allowing for many input languages (C, C++, Obj-C, Ada, Fortran, etc...), and supporting multiple target OSes and architectures. It optimizes well, but has a non-aggressive IA-32 code generation engine. The GCC frontend program is "gcc" ("gcc.exe" on Windows) and the associated linker is "ld" ("ld.exe" on Windows). Listing Files To produce an assembly listing file in GCC, use the following command line syntax: gcc.exe -S <C sourcefile>.c For example, the following commandline: gcc.exe -S test.c will produce an assembly listing file named "test.s". Assembly listing files generated by GCC will be in GAS format. On x86 you can select the syntax with -masm=intel or -masm=att. GCC listing files are frequently not as well commented and laid-out as are the listing files for cl.exe.
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Intel C Compiler
This compiler is used only for x86, x86-64, and IA-64 code. It is available for both Windows and Linux. The Intel C compiler was written by the people who invented the original x86 architecture: Intel. Intel's development tools generate code that is tuned to run on Intel microprocessors, and is intended to squeeze every last ounce of speed from an application. AMD IA-32 compatible processors are not guaranteed to get the same speed boosts because they have different internal architectures.
Metrowerks CodeWarrior
This compiler is commonly used for classic MacOS and for embedded systems. If you try to reverse-engineer a piece of consumer electronics, you may encounter code generated by Metrowerks CodeWarrior.
References
[1] http:/ / www. gnu. org/ software/ binutils/
x86 Disassemblers
Here we are going to list some commonly available disassembler tools. Notice that there are professional disassemblers (which cost money for a license) and there are freeware/shareware disassemblers. Each disassembler will have different features, so it is up to you as the reader to determine which tools you prefer to use.
Online Disassemblers
ODA is a free, web-based disassembler for a wide variety of architectures. You can use "Live View" to see how code is disassembled in real time, one byte at a time, or upload a file. The site is currently in beta release but will hopefully only get better with time. http://www.onlinedisassembler.com
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X86 Disassembly/Disassemblers and Decompilers 486. http://www.simtel.net/product.php (search for ida37fw) IDA Pro Freeware Behaves almost exactly like IDA Pro, but disassembles only Intel x86 opcodes and is Windows-only. It can disassemble instructions for those processors available as of 2003. Free for non-commercial use. (version 4.1) http://www.themel.com/idafree.zip (version 4.3) http://www.datarescue.be/idafreeware/freeida43.exe (version 5.0) http://www.hex-rays.com/idapro/idadownfreeware.htm BORG Disassembler BORG is an excellent Win32 Disassembler with GUI. http://www.caesum.com/ HT Editor An analyzing disassembler for Intel x86 instructions. The latest version runs as a console GUI program on Windows, but there are versions compiled for Linux as well. http://hte.sourceforge.net/ diStorm64 diStorm is an open source highly optimized stream disassembler library for 80x86 and AMD64. http://ragestorm.net/distorm/ crudasm crudasm is an open source disassembler with a variety of options. It is a work in progress and is bundled with a partial decompiler. http://code.google.com/p/vm64dec/downloads/list BeaEngine BeaEngine is a complete disassembler library for IA-32 and intel64 architectures (coded in C and usable in various languages : C, Python, Delphi, PureBasic, WinDev, masm, fasm, nasm, GoAsm). http://www.beaengine.org Visual DuxDebugger is a 64-bit debugger disassembler for Windows. http://www.duxcore.com/products.html BugDbg is a 64-bit user-land debugger designed to debug native 64-bit applications on Windows. http://www.pespin.com/ DSMHELP
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Disassemble Help Library is a disassembler library with single line Epimorphic assembler. Supported instruction sets Basic,System,SSE,SSE2,SSE3,SSSE3,SSE4,SSE4A,MMX,FPU,3DNOW,VMX,SVM,AVX,AVX2,BMI1,BMI2,F16C,FMA3, http://dsmhelp.narod.ru/(in Russian)
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Unix Disassemblers
Bastard Disassembler The Bastard disassembler is a powerful, scriptable disassembler for Linux and FreeBSD. http://bastard.sourceforge.net/ udis86 Disassembler Library for x86 and x86-64 http://udis86.sourceforge.net/ Objconv See above. ciasdis The official name of ciasdis is computer_intelligence_assembler_disassembler. This Forth-based tool allows to incrementally and interactively build knowledge about a code body. It is unique that all disassembled code can be re-assembled to the exact same code. Processors are 8080, 6809, 8086, 80386, Pentium I en DEC Alpha. A scripting facility aids in analyzing Elf and MSDOS headers and makes this tool extendable. The Pentium I ciasdis is available as a binary image, others are in source form, loadable onto lina Forth, available from the same site. http://home.hccnet.nl/a.w.m.van.der.horst/ciasdis.html objdump comes standard, and is typically used for general inspection of binaries. Pay attention to the relocation option and the dynamic symbol table option. gdb comes standard, as a debugger, but is very often used for disassembly. If you have loose hex dump data that you wish to disassemble, simply enter it (interactively) over top of something else or compile it into a program as a string like so: char foo[] = {0x90, 0xcd, 0x80, 0x90, 0xcc, 0xf1, 0x90}; lida linux interactive disassembler an interactive disassembler with some special functions like a crypto analyzer. Displays string data references, does code flow analysis, and does not rely on objdump. Utilizes the Bastard disassembly library for decoding single opcodes. The project was started in 2004 and remains dormant to this day. http://lida.sourceforge.net dissy This program is a interactive disassembler that uses objdump. http://code.google.com/p/dissy/ EmilPRO replacement for the deprecated dissy disassembler. http://github.com/SimonKagstrom/emilpro x86dis This program can be used to display binary streams such as the boot sector or other unstructured binary files. ldasm LDasm (Linux Disassembler) is a Perl/Tk-based GUI for objdump/binutils that tries to imitate the 'look and feel' of W32Dasm. It searches for cross-references (e.g. strings), converts the code from GAS to a MASM-like style, traces programs and much more. Comes along with PTrace, a process-flow-logger.
X86 Disassembly/Disassemblers and Decompilers http://www.feedface.com/projects/ldasm.html llvm LLVM has two interfaces to its disassembler: llvm-objdumpMimics GNU objdump.llvm-mcSee the LLVM blog. Example usage: $ echo '1 2' | llvm-mc -disassemble -triple=x86_64-apple-darwin9 addl %eax, (%rdx) $ echo '0x0f 0x1 0x9' | llvm-mc -disassemble -triple=x86_64-apple-darwin9 sidt (%rcx) $ echo '0x0f 0xa2' | llvm-mc -disassemble -triple=x86_64-apple-darwin9 cpuid $ echo '0xd9 0xff' | llvm-mc -disassemble -triple=i386-apple-darwin9 fcos
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Disassembler Issues
As we have alluded to before, there are a number of issues and difficulties associated with the disassembly process. The two most important difficulties are the division between code and data, and the loss of text information.
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Lost Information
User defined textual identifiers, such as variable names, label names, and macros are removed by the assembly process. They may still be present in generated object files, for use by tools like debuggers and relocating linkers, but the direct connection is lost and re-establishing that connection requires more than a mere disassembler. Especially small constants may have more than one possible name. Operating system calls (like dll's in MS-Windows, or syscalls in Unices) may be reconstructed, as there names appear in a separate segment or are known beforehand. Many disassemblers allow the user to attach a name to a label or constant based on his understanding of the code. These identifiers, in addition to comments in the source file, help to make the code more readable to a human, and can also shed some clues on the purpose of the code. Without these comments and identifiers, it is harder to understand the purpose of the source code, and it can be difficult to determine the algorithm being used by that code. When you combine this problem with the possibility that the code you are trying to read may, in reality, be data (as outlined above), then it can be ever harder to determine what is going on.
Decompilers
Akin to Disassembly, Decompilers take the process a step further and actually try to reproduce the code in a high level language. Frequently, this high level language is C, because C is simple and primitive enough to facilitate the decompilation process. Decompilation does have its drawbacks, because lots of data and readability constructs are lost during the original compilation process, and they cannot be reproduced. Since the science of decompilation is still young, and results are "good" but not "great", this page will limit itself to a listing of decompilers, and a general (but brief) discussion of the possibilities of decompilation.
Decompilation: Is It Possible?
In the face of optimizing compilers, it is not uncommon to be asked "Is decompilation even possible?" To some degree, it usually is. Make no mistake, however: an optimizing compiler results in the irretrievable loss of information. An example is in-lining, a subroutine call is removed and the actual code is put in its place. A further optimization will combine that code with its surroundings, such that the places where the original subroutine is called are not even similar. An optimizer that reverses that process is comparable to an artificial intelligence program that recreates a poem in a different language. So perfectly operational decompilers are a long way off. At most, current Decompilers can be used as simply an aid for the reverse engineering process leaving lots of arduous work.
Common Decompilers
Hex-Rays Decompiler Hex-Rays is a commercial decompiler. It is made as an extension to popular IDA-Pro dissasembler. It is currently the only viable commercially available decompiler which produces usable results. It supports both x86 and ARM architecture. http://www.hex-rays.com/products/decompiler/index.shtml DCC Decompiler Dcc is an excellent theoretical look at de-compilation, but currently it only supports small files. http://www.itee.uq.edu.au/~cristina/dcc.html Boomerang Decompiler Project Boomerang Decompiler is an attempt to make a powerful, retargetable decompiler. So far, it only decompiles into C with moderate success. http://boomerang.sourceforge.net/ Reverse Engineering Compiler (REC)
X86 Disassembly/Disassemblers and Decompilers REC is a powerful "decompiler" that decompiles native assembly code into a C-like code representation. The code is half-way between assembly and C, but it is much more readable than the pure assembly is. Unfortunately the program appears to be rather unstable. http://www.backerstreet.com/rec/rec.htm ExeToC ExeToC decompiler is an interactive decompiler that boasts pretty good results. http://sourceforge.net/projects/exetoc Decompile-It Decompile-It is a web-based decompiler for 32-bit Linux x86 executables compiled with -g http://decompile-it.com C4Decompiler C4Decompiler is an interactive, static decompiler under development (Alpha in 2013). It performs global analysis of the binary and presents the resulting C source in a Windows GUI. Context menus support navigation, properties, cross references, C/Asm mixed view and manipulation of the decompile context (function ABI). http://www.c4decompiler.com
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X86 Disassembly/Disassemblers and Decompilers db "Hello, world",0dh,0ah,00h ; return point ret ; back to DOS write proc near pop si ; mov ah,0eh ; w_loop: lodsb ; or al,al ; jz short w_exit int 10h ; jmp w_loop ; w_exit: jmp si write endp end start
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get string address BIOS: write teletype read char at [ds:si] and increment si is it 00h? write the character continue writing
A macro-assembler like TASM will then use a macro like this one: _write macro message call write db message db 0 _write endm From a human disassembler's point of view, this is a nightmare, although this is straightforward to read in the original Assembly source code, as there is no way to decide if the db should be interpreted or not from the binary form, and this may contain various jumps to real executable code area, triggering analysis of code that should never be analysed, and interfering with the analysis of the real code (e.g. disassembling the above code from 0000h or 0001h won't give the same results at all). However a half-decent tool with possibilities to specifiy rules, and heuristic means to identify texts will have little trouble.
X86 Disassembly/Disassemblers and Decompilers MOS Technologies 6502, MC6809, MC6811, M68H12C, MSP430, PIC 12XX, PIC 14XX, PIC 18XX, PIC 16XXX, Zilog Z80, etc. dmoz: "Disassemblers" [9] lists a huge number of disassemblers Program transformation wiki: disassembly [10] lists many highly recommended disassemblers Wikipedia: objdump, part of the GNU binutils, can disassemble code for several processors and platforms. search for "disassemble" at SourceForge [11] shows many disassemblers for a variety of CPUs. Hopper [12] is a disassembler that runs on OS-X and disassembles 32/64-bit OS-X and windows binaries.
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Further reading
[1] http:/ / blog. llvm. org/ 2010/ 01/ x86-disassembler. html [2] Jim Turley. "The Two Percent Solution" (http:/ / www. embedded. com/ electronics-blogs/ significant-bits/ 4024488/ The-Two-Percent-Solution). 2002. [3] http:/ / wiki. nesdev. com/ w/ index. php/ RTS_Trick [4] Mark Hachman. "ARM Cores Climb Into 3G Territory" (http:/ / www. extremetech. com/ extreme/ 52180-arm-cores-climb-into-3g-territory). 2002. "Although Intel and AMD receive the bulk of attention in the computing world, ARMs embedded 32-bit architecture, ... has outsold all others." [5] Tom Krazit. "ARMed for the living room" (http:/ / news. cnet. com/ ARMed-for-the-living-room/ 2100-1006_3-6056729. html). "ARM licensed 1.6 billion cores [in 2005]". 2006. [6] http:/ / home. hccnet. nl/ a. w. m. van. der. horst/ ciasdis. html [7] http:/ / radare. org/ [8] http:/ / www. hex-rays. com/ idapro/ [9] http:/ / www. dmoz. org/ Computers/ Programming/ Disassemblers/ [10] http:/ / www. program-transformation. org/ Transform/ DisAssembly [11] http:/ / sourceforge. net/ search/ ?words=disassemble [12] http:/ / hopperapp. com
http://www.crackmes.de/: reverse engineering challenges "A Challengers Handbook" by Caesum (http://www.caesum.com/handbook/contents.htm) has some tips on reverse engineering programs in JavaScript, Flash Actionscript (SWF), Java, etc. the Open Source Institute occasionally has reverse engineering challenges among its other brainteasers. (http:// www.osix.net/) The Program Transformation wiki has a Reverse engineering and Re-engineering Roadmap (http://www. program-transformation.org/Transform/ReengineeringWiki), and discusses disassemblers, decompilers, and tools for translating programs from one high-level language to another high-level language. Other disassemblers with multi-platform support (http://reverseengineering.stackexchange.com/questions/ 1817/is-there-any-disassembler-second-to-ida)
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Windows Debuggers
SoftICE A de facto standard for Windows debugging. SoftICE can be used for local kernel debugging, which is a feature that is very rare, and very valuable. SoftICE was taken off the market in April 2006. WinDbg WinDbg is a free piece of software from Microsoft that can be used for local user-mode debugging, or even remote kernel-mode debugging. WinDbg is not the same as the better-known Visual Studio Debugger, but comes with a nifty GUI nonetheless. Available in 32 and 64-bit versions. http://www.microsoft.com/whdc/devtools/debugging/installx86.mspx IDA Pro The multi-processor, multi-OS, interactive disassembler by DataRescue. http://www.hex-rays.com/idapro/ OllyDbg OllyDbg is a free and powerful Windows debugger with a built-in disassembly and assembly engine. Very useful for patching, disassembling, and debugging. http://www.ollydbg.de/ Immunity Debugger Immunity Debugger is a branch of OllyDbg v1.10, with built-in support for Python scripting and much more. http://immunityinc.com/products-immdbg.shtml
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Linux Debuggers
gdb The GNU debugger, comes with any normal Linux install. It is quite powerful and even somewhat programmable, though the raw user interface is harsh. emacs The GNU editor, can be used as a front-end to gdb. This provides a powerful hex editor and allows full scripting in a LISP-like language. ddd The Data Display Debugger. It's another front-end to gdb. This provides graphical representations of data structures. For example, a linked list will look just like a textbook illustration. strace, ltrace, and xtrace Lets you run a program while watching the actions it performs. With strace, you get a log of all the system calls being made. With ltrace, you get a log of all the library calls being made. With xtrace, you get a log of some of the funtion calls being made. valgrind Executes a program under emulation, performing analysis according to one of the many plug-in modules as desired. You can write your own plug-in module as desired. Newer versions of valgrind also support OS X. NLKD A kernel debugger. http://forge.novell.com/modules/xfmod/project/?nlkd edb A fully featured plugin-based debugger inspired by the famous OllyDbg [1]. Project page [2] KDbg A gdb front-end for KDE. http://kdbg.org RR0D A Ring-0 Debugger for Linux. RR0D Project Page [3]
X86 Disassembly/Analysis Tools for and discussion of the MDB language syntax, debugger features, and MDB Module Programming API.
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Debugger Techniques
Setting Breakpoints As previously mentioned in the section on disassemblers, a 6-line C program doing something as simple as outputting "Hello, World!" turns into massive amounts of assembly code. Most people don't want to sift through the entire mess to find out the information they want. It can be time consuming just to find the information one desires by just looking through the code. As an alternative, one can choose to set breakpoints to halt the program once it has reached a given point within the program's code. For instance, let's say that in your program you consistantly experience crashes after one particular event: immediately after closing a message box. You set breakpoints on all calls to MessageBoxA. You run your program with the breakpoints set, and it stops, ready to call MessageBoxA. Executing each line one-by-one thereafter (referred to as stepping) through the code, and watching the program stack, you see that a buffer overflow occurs soon after the call.
Hex Editors
Hex editors are able to directly view and edit the binary of a source file, and are very useful for investigating the structure of proprietary closed-format data files. There are many hex editors in existence. This section will attempt to list some of the best, some of the most popular, or some of the most powerful. wxHexEditor (For Windows and Linux, Free & Open Source) A fast hex editor specially for HUGE files and disk devices, allows up to hexabyte, allow size changes (inject and deletes) without creating temp file, could view files with multiple panes, has built-in disassembler, supports tags for (reverse) engineering big binaries or file systems, could view files thrug XOR encryption. http://wxhexeditor.sourceforge.net/ HxD (Freeware) For Windows. A fast and powerful free hex, disk and RAM editor http://mh-nexus.de/hxd/ Freeware Hex Editor XVI32 For Windows. A freeware hex editor. http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm HHD Software Hex Editor Neo For Windows. A fast file, disk, and memory editor with built-in disassembler and file structure viewer. http://www.hhdsoftware.com/Family/hex-editor.html Catch22 HexEdit For Windows. his is a powerful hex editor with a slew of features. Has an excellent data structure viewer. http://www.catch22.net/software/hexedit.asp BreakPoint Hex Workshop For Windows. An excellent and powerful hex-editor, its usefulness is restricted by the fact that it is not free like some of the other options. http://www.bpsoft.com/ Tiny Hexer Free and does statistics. For Windows.
X86 Disassembly/Analysis Tools http://www.mirkes.de/files/ frhed - free hex editor For Windows. Free and opensource. http://www.kibria.de/frhed.html Cygnus Hex Editor For Windows. A very fast and easy-to-use hex editor, available in a 'Free Edition'. http://www.softcircuits.com/cygnus/fe/ Hexprobe Hex Editor For Windows. A professional hex editor designed to include all the power to deal with hex data, particularly helpful in the areas of hex-byte editing and byte-pattern analysis. http://www.hexprobe.com/hexprobe/index.htm UltraEdit32 For Windows. A hex editor/text editor, won "Application of the Year" at 2005 Shareware Industry Awards Conference. http://www.ultraedit.com/ ICY Hexplorer For Windows. A lightweight free and open source hex file editor with some nifty features, such as pixel view, structures, and disassembling. http://hexplorer.sourceforge.net/ WinHex For Windows. A powerful hex file and disk editor with advanced abilities for computer forensics and data recovery (used by governments and military). http://www.x-ways.net/index-m.html 010 Editor For Windows. A very powerful and fast hex editor with extensive support for data structures and scripting. Can be used to edit drives and processes. http://www.sweetscape.com/010editor/ 1Fh For Windows. A free binary/hex editor which is very fast, even while working with large files. It's the only Windows hex editor that allows you to view files in byte code (all 256-characters). http://www.4neurons.com/1Fh/ HexEdit For Windows (Open source) and shareware versions. Powerful and easy to use binary file and disk editor. http://www.hexedit.com/ HexToolkit For Windows. A free hex viewer specifically designed for reverse engineering file formats. Allows data to be viewed in various formats and includes an expression evaluator as well as a binary file comparison tool. http://www.binaryearth.net/HexToolkit FlexHex For Windows. It Provides full support for NTFS files which are based on a more complex model than FAT32 files. Specifically, FlexHex supports Sparse files and Alternate data streams of files on any NTFS volume. Can
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X86 Disassembly/Analysis Tools be used to edit OLE compound files, flash cards, and other types of physical drives. http://www.heaventools.com/flexhex-hex-editor.htm HexEdit For MacOS. A simple but reliable hex editor wher you to change highlight colours. There is also a port for Apple Classic users. http://hexedit.sourceforge.net/ Hex Fiend For MacOS. A very simple hex editor, but incredibly powerful nonetheless. It's only 346 KB to download and takes files as big as 116 GB. http://ridiculousfish.com/hexfiend/
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X86 Disassembly/Analysis Tools PharLap; code navigator and more over. (PROJECT RENAMED, see BEYE) http://biew.sourceforge.net/en/biew.html hview A curses based hex editor designed to work with large (600+MB) files with as quickly, and with little overhead, as possible. http://tdistortion.esmartdesign.com/Zips/hview.tgz HT Editor A file editor/viewer/analyzer for executables. Its goal is to combine the low-level functionality of a debugger and the usability of IDEs. http://hte.sourceforge.net/ HexCurse An ncurses-based hex editor written in C that currently supports hex and decimal address output, jumping to specified file locations, searching, ASCII and EBCDIC output, bolded modifications, an undo command, quick keyboard shortcuts, etc. http://www.jewfish.net/description.php?title=HexCurse hexedit View and edit files in hexadecimal or in ASCII. http://rigaux.org/hexedit.html Data Workshop An editor to view and modify binary data; provides different views which can be used to edit, analyze and export the binary data. http://www.dataworkshop.de/ VCHE A hex editor which lets you see all 256 characters as found in video ROM, even control and extended ASCII, it uses the /dev/vcsa* devices to do it. It also could edit non-regular files, like hard disks, floppies, CDROMs, ZIPs, RAM, and almost any device. It comes with a ncurses and a raw version for people who work under X or remotely. http://www.grigna.com/diego/linux/vche/ DHEX DHEX is just another Hexeditor with a Diff-mode for ncurses. It makes heavy use of colors and is themeable. http://www.dettus.net/dhex/
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API Monitors
SpyStudio Freeware The Spy Studio software is a tool to hook into windows processes, log windows API call to DLLs, insert breakpoints and change parameters. http://www.nektra.com/products/spystudio/ rohitab.com API Monitor API Monitor is a free software that lets you monitor and control API calls made by applications and services. Features include detailed parameter information, structures, unions, enumerated/flag data types, call stack, call tree, breakpoints, custom DLL's, memory editor, call filtering, COM monitoring, 64-bit. Includes definitions for over 13,000 API's and 1,300+ COM interfaces. http://www.rohitab.com/apimonitor
http:/ / msdn. microsoft. com/ library/ default. asp?url=/ library/ en-us/ vccore/ html/ _core_dumpbin_reference.asp Depends Dependency Walker is a GUI tool which will allow you to see exports and imports of binaries. It ships with many Microsoft tools including MS Visual Studio.
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GNU Tools
The GNU packages have been ported to many platforms including Windows. GNU BinUtils The GNU BinUtils package contains several small utilities that are very useful in dealing with binary files. The most important programs in the list are the GNU objdump, readelf, GAS assembler, and the GNU linker, although the reverser might find more use in addr2line, c++filt, nm, and readelf. http://www.gnu.org/software/binutils/ objdump Dumps out information about an executable including symbols and assembly. It comes standard. It can be made to support non-native binary formats.
objdump -p displays a list of functions imported from other libraries, exported to and miscellaneous file header information
It's useful to check dll dependencies from command line readelf Like objdump but more specialized for ELF executables. size Lists the sizes of the segments. nm Lists the symbols in an ELF file. strings Prints the strings from a file. file Tells you what type of file it is. fold Folds the results of strings into something pageable. kill Can be used to halt a program with the sig_stop signal. strace Trace system calls and signals.
X86 Disassembly/Analysis Tools dprobes Lets you work with both kernel and user code. biew Both a hex editor and a disassembler. ltrace Displays runtime library call information for dynamically linked executables. asmDIFF Searches for functions, instructions and memory pointers in different versions of same binary by using code metrics. Supports x86, x86_64 code in PE and ELF files. http://duschkumpane.org/index.php/asmdiff
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References
[1] [2] [3] [4] http:/ / ollydbg. de http:/ / www. codef00. com/ projects. php#Debugger http:/ / rr0d. droids-corp. org/ http:/ / msdn. microsoft. com/ library/ default. asp?url=/ library/ en-us/ vccore/ html/ _core_dumpbin_options. asp
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Platforms
X86 Disassembly/Microsoft Windows
Microsoft Windows
The Windows operating system is a popular target for reverses for one simple reason: the OS itself (market share, known weaknesses), and most applications for it, are not Open Source or free. Most software on a Windows machine doesn't come bundled with its source code, and most pieces have inadequate, or non-existent documentation. Occasionally, the only way to know precisely what a piece of software does (or for that matter, to determine whether a given piece of software is malicious or legitimate) is to reverse it, and examine the results.
Windows Versions
Windows operating systems can be easily divided into 2 categories: Win9x, and WinNT.
Windows 9x
The Win9x kernel was originally written to span the 16bit - 32bit divide. Operating Systems based on the 9x kernel are: Windows 95, Windows 98, and Windows ME. Win9x Series operating systems are known to be prone to bugs and system instability. The actual OS itself was a 32 bit extension of MS-DOS, its predecessor. An important issue with the 9x line is that they were all based around using the ASCII format for storing strings, rather than Unicode. Development on the Win9x kernel ended with the release of Windows ME.
Windows NT
The WinNT kernel series was originally written as enterprise-level server and network software. WinNT stresses stability and security far more than Win9x kernels did (although it can be debated whether that stress was good enough). It also handles all string operations internally in Unicode, giving more flexibility when using different languages. Operating Systems based on the WinNT kernel are: Windows NT (versions 3.1, 3.5, 3.51 and 4.0), Windows 2000 (NT 5.0), Windows XP (NT 5.1), Windows Server 2003 (NT 5.2), Windows Vista (NT 6.0), and Windows 7 (NT 6.1). The Microsoft XBOX and and XBOX 360 also run a variant of NT, forked from Windows 2000. Most future Microsoft operating system products are based on NT in some shape or form.
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Virtual Memory
32 bit WinNT allows for a maximum of 4Gb of virtual memory space, divided into "pages" that are 4096 bytes by default. Pages not in current use by the system or any of the applications may be written to a special section on the harddisk known as the "paging file." Use of the paging file may increase performance on some systems, although high latency for I/O to the HDD can actually reduce performance in some instances.
System Architecture
The Windows architecture is heavily layered. Function calls that a programmer makes may be redirected 3 times or more before any action is actually performed. There is an unignorable penalty for calling Win32 functions from a user-mode application. However, the upside is equally unignorable: code written in higher levels of the windows system is much easier to write. Complex operations that involve initializing multiple data structures and calling multiple sub-functions can be performed by calling only a single higher-level function. The Win32 API comprises 3 modules: KERNEL, USER, and GDI. KERNEL is layered on top of NTDLL, and most calls to KERNEL functions are simply redirected into NTDLL function calls. USER and GDI are both based on WIN32K (a kernel-mode module, responsible for the Windows "look and feel"), although USER also makes many calls to the more-primitive functions in GDI. This and NTDLL both provide an interface to the Windows NT kernel, NTOSKRNL (see further below). NTOSKRNL is also partially layered on HAL (Hardware Abstraction Layer), but this interaction will not be considered much in this book. The purpose of this layering is to allow processor variant issues (such as location of resources) to be made separate from the actual kernel itself. A slightly different system configuration thus requires just a different HAL module, rather than a completely different kernel module.
Win32 API
Both WinNT and Win9x systems utilize the Win32 API. However, the WinNT version of the API has more functionality and security constructs, as well as Unicode support. Most of the Win32 API can be broken down into 3 separate components, each performing a separate task.
kernel32.dll
Kernel32.dll, home of the KERNEL subsystem, is where non-graphical functions are implemented. Some of the APIs located in KERNEL are: The Heap API, the Virtual Memory API, File I/O API, the Thread API, the System Object Manager, and other similar system services. Most of the functionality of kernel32.dll is implemented in ntdll.dll, but in undocumented functions. Microsoft prefers to publish documentation for kernel32 and guarantee that these APIs will remain unchanged, and then put most of the work in other libraries, which are then not documented.
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gdi32.dll
gdi32.dll is the library that implements the GDI subsystem, where primitive graphical operations are performed. GDI diverts most of its calls into WIN32K, but it does contain a manager for GDI objects, such as pens, brushes and device contexts. The GDI object manager and the KERNEL object manager are completely separate.
user32.dll
The USER subsystem is located in the user32.dll library file. This subsystem controls the creation and manipulation of USER objects, which are common screen items such as windows, menus, cursors, etc... USER will set up the objects to be drawn, but will perform the actual drawing by calling on GDI (which in turn will make many calls to WIN32K) or sometimes even calling WIN32K directly. USER utilizes the GDI Object Manager.
Native API
The native API, hereby referred to as the NTDLL subsystem, is a series of undocumented API function calls that handle most of the work performed by KERNEL. Microsoft also does not guarantee that the native API will remain the same between different versions, as Windows developers modify the software. This gives the risk of native API calls being removed or changed without warning, breaking software that utilizes it.
ntdll.dll
The NTDLL subsystem is located in ntdll.dll. This library contains many API function calls, that all follow a particular naming scheme. Each function has a prefix: Ldr, Nt, Zw, Csr, Dbg, etc... and all the functions that have a particular prefix all follow particular rules. The "official" native API is usually limited only to functions whose prefix is Nt or Zw. These calls are in fact the same in user-mode: the relevant Export entries map to the same address in memory. However, in kernel-mode, the Zw* system call stubs set the previous mode to kernel-mode, ensuring that certain parameter validation routines are not performed. The origin of the prefix "Zw" is unknown; it is rumored that this prefix was chosen due to its having no significance at all. In actual implementation, the system call stubs merely load two registers with values required to describe a native API call, and then execute a software interrupt (or the sysenter instruction). Most of the other prefixes are obscure, but the known ones are: Rtl stands for "Run Time Library", calls which help functionality at runtime (such as RtlAllocateHeap) Csr is for "Client Server Runtime", which represents the interface to the win32 subsystem located in csrss.exe Dbg functions are present to enable debugging routines and operations Ldr provides the ability to load, manipulate and retrieve data from DLLs and other module resources
ntoskrnl.exe
This module is the Windows NT "'Executive'", providing all the functionality required by the native API, as well as the kernel itself, which is responsible for maintaining the machine state. By default, all interrupts and kernel calls are channeled through ntoskrnl in some way, making it the single most important program in Windows itself. Many of
X86 Disassembly/Microsoft Windows its functions are exported (all of which with various prefixes, a la NTDLL) for use by device drivers.
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Win32K.sys
This module is the "Win32 Kernel" that sits on top of the lower-level, more primitive NTOSKRNL. WIN32K is responsible for the "look and feel" of windows, and many portions of this code have remained largely unchanged since the Win9x versions. This module provides many of the specific instructions that cause USER and GDI to act the way they do. It's responsible for translating the API calls from the USER and GDI libraries into the pictures you see on the monitor.
Win64 API
With the advent of 64-bit processors, 64-bit software is a necessity. As a result, the Win64 API was created to utilize the new hardware. It is important to note that the format of many of the function calls are identical in Win32 and Win64, except for the size of pointers, and other data types that are specific to 64-bit address space.
Windows Vista
Microsoft has released a new version of its Windows operation system, named "Windows Vista." Windows Vista may be better known by its development code-name "Longhorn." Microsoft claims that Vista has been written largely from the ground up, and therefore it can be assumed that there are fundamental differences between the Vista API and system architecture, and the APIs and architectures of previous Windows versions. Windows Vista was released January 30th, 2007.
"Non-Executable Memory"
Recent windows service packs have attempted to implement a system known as "Non-executable memory" where certain pages can be marked as being "non-executable". The purpose of this system is to prevent some of the most common security holes by not allowing control to pass to code inserted into a memory buffer by an attacker. For instance, a shellcode loaded into an overflowed text buffer cannot be executed, stopping the attack in its tracks. The effectiveness of this mechanism is yet to be seen, however.
X86 Disassembly/Microsoft Windows discussion may be part of an "Advanced Topic" found in the later sections of this book. Due to the way that COM works, a lot of the methods and data structures exported by a COM component are difficult to perceive by simply inspecting the executable file. Matters are made worse if the creating programmer has used a library such as ATL [1] to simplify their programming experience. Unfortunately for a reverse engineer, this reduces the contents of an executable into a "Sea of bits", with pointers and data structures everywhere.
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References
[1] http:/ / en. wikipedia. org/ wiki/ Active_Template_Library
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PE Files
A Portable Executable (PE) file is the standard binary file format for an Executable or DLL under Windows NT, Windows 95, and Win32. The Win32 SDK contains a file, winnt.h, which declares various structs and variables used in the PE files. Some functions for manipulating PE files are also included in imagehlp.dll. PE files are broken down into various sections which can be examined.
File Format
The PE portable executable file format includes a number of informational headers, and is arranged in the following format:
MS-DOS header
Open any Win32 binary executable in a hex editor, and note what you see: The first 2 letters are always the letters "MZ". To some people, the first few bytes in a file that determine the type of file are called the "magic number," although this book will not use that term, because there is no rule that states that the "magic number" needs to be a single number. Instead, we will use the term "File ID Tag", or simply, File ID. Sometimes this is also known as File Signature.
X86 Disassembly/Windows Executable Files After the File ID, the hex editor will show several bytes of either random-looking symbols, or whitespace, before the human-readable string "This program cannot be run in DOS mode". What is this?
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Hex Listing of an MS-DOS file header What you are looking at is the MS-DOS header of the Win32 PE file. To ensure either a) backwards compatibility, or b) graceful decline of new file types, Microsoft has engineered a series of DOS instructions into the head of each PE file. When a 32-bit Windows file is run in a 16-bit DOS environment, the program will terminate immediately with the error message: "This program cannot be run in DOS mode". The DOS header is also known by some as the EXE header. Here is the DOS header presented as a C data structure: struct DOS_Header { char signature[2] = "MZ"; short lastsize; short nblocks; short nreloc; short hdrsize; short minalloc; short maxalloc; void *ss; void *sp; short checksum; void *ip; void *cs; short relocpos; short noverlay; short reserved1[4]; short oem_id; short oem_info; short reserved2[10]; long e_lfanew; } Immediately following the DOS Header will be the classic error message "This program cannot be run in DOS mode".
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PE Header
At offset 60 from the beginning of the DOS header is a pointer to the Portable Executable (PE) File header (e_lfanew in MZ structure). DOS will print the error message and terminate, but Windows will follow this pointer to the next batch of information.
Hex Listing of a PE signature, and the pointer to it The PE header consists only of a File ID signature, with the value "PE\0\0" where each '\0' character is an ASCII NUL character. This signature shows that a) this file is a legitimate PE file, and b) the byte order of the file. Byte order will not be considered in this chapter, and all PE files are assumed to be in "little endian" format. The first big chunk of information lies in the COFF header, directly after the PE signature.
COFF Header
The COFF header is present in both COFF object files (before they are linked) and in PE files where it is known as the "File header". The COFF header has some information that is useful to an executable, and some information that is more useful to an object file. Here is the COFF header, presented as a C data structure: struct COFFHeader { short Machine; short NumberOfSections; long TimeDateStamp; long PointerToSymbolTable; long NumberOfSymbols; short SizeOfOptionalHeader; short Characteristics; } Machine This field determines what machine the file was compiled for. A hex value of 0x14C (332 in decimal) is the code for an Intel 80386. Here's a list of possible values it can have.
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code 0x14c 0x14d 0x162 0x166 0x168 0x169 0x183 0x184 0x1a2 0x1a3 0x1a6 0x1a8 0x1c0 0x1c2 0x1d3 0x1f0 0x1f1 0x200 0x266 0x268 0x284 0x366 0x466 0xebc
value Intel 386 Intel i860 MIPS R3000 MIPS little endian (R4000) MIPS R10000 MIPS little endian WCI v2 old Alpha AXP Alpha AXP Hitachi SH3 Hitachi SH3 DSP Hitachi SH4 Hitachi SH5 ARM little endian Thumb Matsushita AM33 PowerPC little endian PowerPC with floating point support Intel IA64 MIPS16 Motorola 68000 series Alpha AXP 64-bit MIPS with FPU MIPS16 with FPU EFI Byte Code
0x8664 AMD AMD64 0x9041 Mitsubishi M32R little endian 0xc0ee clr pure MSIL
NumberOfSections The number of sections that are described at the end of the PE headers. TimeDateStamp 32 bit time at which this header was generated: is used in the process of "Binding", see below. SizeOfOptionalHeader this field shows how long the "PE Optional Header" is that follows the COFF header. Characteristics This is a field of bit flags, that show some characteristics of the file. 0x02 = Executable file 0x200 = file is non-relocatable (addresses are absolute, not RVA). 0x2000 = File is a DLL Library, not an EXE.
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PE Optional Header
The "PE Optional Header" is not "optional" per se, because it is required in Executable files, but not in COFF object files. The Optional header includes lots and lots of information that can be used to pick apart the file structure, and obtain some useful information about it. The PE Optional Header occurs directly after the COFF header, and some sources even show the two headers as being part of the same structure. This wikibook separates them out for convenience. Here is the PE Optional Header presented as a C data structure: struct PEOptHeader { short signature; //decimal number 267. char MajorLinkerVersion; char MinorLinkerVersion; long SizeOfCode; long SizeOfInitializedData; long SizeOfUninitializedData; long AddressOfEntryPoint; //The RVA of the code entry point long BaseOfCode; long BaseOfData; long ImageBase; long SectionAlignment; long FileAlignment; short MajorOSVersion; short MinorOSVersion; short MajorImageVersion; short MinorImageVersion; short MajorSubsystemVersion; short MinorSubsystemVersion; long Reserved; long SizeOfImage; long SizeOfHeaders; long Checksum; short Subsystem; short DLLCharacteristics; long SizeOfStackReserve; long SizeOfStackCommit; long SizeOfHeapReserve; long SizeOfHeapCommit; long LoaderFlags; long NumberOfRvaAndSizes; data_directory DataDirectory[16]; //Can have any number of elements, matching the number in NumberOfRvaAndSizes. } //However, it is always 16 in PE files. struct data_directory { long VirtualAddress;
X86 Disassembly/Windows Executable Files long Size; } Some of the important pieces of information: MajorLinkerVersion, MinorLinkerVersion The version, in x.y format of the linker used to create the PE. AddressOfEntryPoint The RVA of the entry point to the executable. Very important to know. SizeOfCode Size of the .text (.code) section SizeOfInitializedData Size of .data section BaseOfCode RVA of the .text section BaseOfData RVA of .data section ImageBase Preferred location in memory for the module to be based at Checksum Checksum of the file, only used to verify validity of modules being loaded into kernel space. The formula used to calculate PE file checksums is proprietary, although Microsoft provides API calls that can calculate the checksum for you. Subsystem the Windows subsystem that will be invoked to run the executable 1 = native 2 = Windows/GUI 3 = Windows non-GUI 5 = OS/2 7 = POSIX
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DataDirectory Possibly the most interesting member of this structure. Provides RVAs and sizes which locate various data structures, which are used for setting up the execution environment of a module. The details of what these structures do exist in other sections of this page, but the most interesting entries in DataDirectory are below: IMAGE_DIRECTORY_ENTRY_EXPORT (0) : Location of the export directory IMAGE_DIRECTORY_ENTRY_IMPORT (1) : Location of the import directory IMAGE_DIRECTORY_ENTRY_RESOURCE (2) : Location of the resource directory IMAGE_DIRECTORY_ENTRY_BOUND_IMPORT (11) : Location of alternate import-binding directory
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Code Sections
The PE Header defines the number of sections in the executable file. Each section definition is 40 bytes in length. Below is an example hex from a program I am writing: 2E746578_74000000_00100000_00100000_A8050000 .text 00040000_00000000_00000000_00000000_20000000 2E646174_61000000_00100000_00200000_86050000 .data 000A0000_00000000_00000000_00000000_40000000 2E627373_00000000_00200000_00300000_00000000 .bss 00000000_00000000_00000000_00000000_80000000 The structure of the section descriptor is as follows:
Offset Length ------ ------0x00 0x08 0x0C 0x10 0x14 0x18 0x24 Purpose ------------------------------------------------------------------
8 bytes Section Name - in the above example the names are .text .data .bss 4 bytes Size of the section once it is loaded to memory 4 bytes RVA (location) of section once it is loaded to memory 4 bytes Physical size of section on disk 4 bytes Physical location of section on disk (from start of disk image) 12 bytes Reserved (usually zero) (used in object formats) 4 bytes Section flags
A PE loader will place the sections of the executable image at the locations specified by these section descriptors (relative to the base address) and usually the alignment is 0x1000, which matches the size of pages on the x86. Common sections are: 1. 2. 3. 4. .text/.code/CODE/TEXT - Contains executable code (machine instructions) .testbss/TEXTBSS - Present if Incremental Linking is enabled .data/.idata/DATA/IDATA - Contains initialised data .bss/BSS - Contains uninitialised data
Section Flags
The section flags is a 32-bit bit field (each bit in the value represents a certain thing). Here are the constants defined in the WINNT.H file for the meaning of the flags: #define IMAGE_SCN_TYPE_NO_PAD 0x00000008 #define IMAGE_SCN_CNT_CODE 0x00000020 contains code. #define IMAGE_SCN_CNT_INITIALIZED_DATA 0x00000040 contains initialized data. #define IMAGE_SCN_CNT_UNINITIALIZED_DATA 0x00000080 contains uninitialized data. #define IMAGE_SCN_LNK_OTHER 0x00000100 #define IMAGE_SCN_LNK_INFO 0x00000200 contains comments or some other type of information. #define IMAGE_SCN_LNK_REMOVE 0x00000800 contents will not become part of image. #define IMAGE_SCN_LNK_COMDAT 0x00001000 contents comdat. // Reserved. // Section // Section // Section // Reserved. // Section // Section // Section
X86 Disassembly/Windows Executable Files #define IMAGE_SCN_NO_DEFER_SPEC_EXC 0x00004000 // Reset speculative exceptions handling bits in the TLB entries for this section. #define IMAGE_SCN_GPREL 0x00008000 // Section content can be accessed relative to GP #define IMAGE_SCN_MEM_FARDATA 0x00008000 #define IMAGE_SCN_MEM_PURGEABLE 0x00020000 #define IMAGE_SCN_MEM_16BIT 0x00020000 #define IMAGE_SCN_MEM_LOCKED 0x00040000 #define IMAGE_SCN_MEM_PRELOAD 0x00080000 #define IMAGE_SCN_ALIGN_1BYTES 0x00100000 // #define IMAGE_SCN_ALIGN_2BYTES 0x00200000 // #define IMAGE_SCN_ALIGN_4BYTES 0x00300000 // #define IMAGE_SCN_ALIGN_8BYTES 0x00400000 // #define IMAGE_SCN_ALIGN_16BYTES 0x00500000 // Default alignment if no others are specified. #define IMAGE_SCN_ALIGN_32BYTES 0x00600000 // #define IMAGE_SCN_ALIGN_64BYTES 0x00700000 // #define IMAGE_SCN_ALIGN_128BYTES 0x00800000 // #define IMAGE_SCN_ALIGN_256BYTES 0x00900000 // #define IMAGE_SCN_ALIGN_512BYTES 0x00A00000 // #define IMAGE_SCN_ALIGN_1024BYTES 0x00B00000 // #define IMAGE_SCN_ALIGN_2048BYTES 0x00C00000 // #define IMAGE_SCN_ALIGN_4096BYTES 0x00D00000 // #define IMAGE_SCN_ALIGN_8192BYTES 0x00E00000 // #define IMAGE_SCN_ALIGN_MASK 0x00F00000 #define IMAGE_SCN_LNK_NRELOC_OVFL 0x01000000 // Section contains extended relocations. #define IMAGE_SCN_MEM_DISCARDABLE 0x02000000 // Section can be discarded. #define IMAGE_SCN_MEM_NOT_CACHED 0x04000000 // Section is not cachable. #define IMAGE_SCN_MEM_NOT_PAGED 0x08000000 // Section is not pageable. #define IMAGE_SCN_MEM_SHARED 0x10000000 // Section is shareable. #define IMAGE_SCN_MEM_EXECUTE 0x20000000 // Section is executable. #define IMAGE_SCN_MEM_READ 0x40000000 // Section is readable. #define IMAGE_SCN_MEM_WRITE 0x80000000 // Section is writeable.
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Loading
The downside of dynamically linking modules together is that, at runtime, the software which is initialising an executable must link these modules together. For various reasons, you cannot declare that "The function in this dynamic library will always exist in memory here". If that memory address is unavailable or the library is updated, the function will no longer exist there, and the application trying to use it will break. Instead, each module (library or executable) must declare what functions or values it exports to other modules, and also what it wishes to import from other modules. As said above, a module cannot declare where in memory it expects a function or value to be. Instead, it declares where in its own memory it expects to find a pointer to the value it wishes to import. This permits the module to address any imported value, wherever it turns up in memory.
Exports
Exports are functions and values in one module that have been declared to be shared with other modules. This is done through the use of the "Export Directory", which is used to translate between the name of an export (or "Ordinal", see below), and a location in memory where the code or data can be found. The start of the export directory is identified by the IMAGE_DIRECTORY_ENTRY_EXPORT entry of the resource directory. All export data must exist in the same section. The directory is headed by the following structure: struct IMAGE_EXPORT_DIRECTORY { long Characteristics; long TimeDateStamp; short MajorVersion;
X86 Disassembly/Windows Executable Files short MinorVersion; long Name; long Base; long NumberOfFunctions; long NumberOfNames; long *AddressOfFunctions; long *AddressOfNames; long *AddressOfNameOrdinals; } The "Characteristics" value is generally unused, TimeDateStamp describes the time the export directory was generated, MajorVersion and MinorVersion should describe the version details of the directory, but their nature is undefined. These values have little or no impact on the actual exports themselves. The "Name" value is an RVA to a zero terminated ASCII string, the name of this library name, or module. Names and Ordinals Each exported value has both a name and an "ordinal" (a kind of index). The actual exports themselves are described through AddressOfFunctions, which is an RVA to an array of RVA's, each pointing to a different function or value to be exported. The size of this array is in the value NumberOfFunctions. Each of these functions has an ordinal. The "Base" value is used as the ordinal of the first export, and the next RVA in the array is Base+1, and so forth. Each entry in the AddressOfFunctions array is identified by a name, found through the RVA AddressOfNames. The data where AddressOfNames points to is an array of RVA's, of the size NumberOfNames. Each RVA points to a zero terminated ASCII string, each being the name of an export. There is also a second array, pointed to by the RVA in AddressOfNameOrdinals. This is also of size NumberOfNames, but each value is a 16 bit word, each value being an ordinal. These two arrays are parallel and are used to get an export value from AddressOfFunctions. To find an export by name, search the AddressOfNames array for the correct string and then take the corresponding ordinal from the AddressOfNameOrdinals array. This ordinal is then used to get an index to a value in AddressOfFunctions. Forwarding As well as being able to export functions and values in a module, the export directory can forward an export to another library. This allows more flexibility when re-organising libraries: perhaps some functionality has branched into another module. If so, an export can be forwarded to that library, instead of messy reorganising inside the original module. Forwarding is achieved by making an RVA in the AddressOfFunctions array point into the section which contains the export directory, something that normal exports should not do. At that location, there should be a zero terminated ASCII string of format "LibraryName.ExportName" for the appropriate place to forward this export to.
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Imports
The other half of dynamic linking is importing functions and values into an executable or other module. Before runtime, compilers and linkers do not know where in memory a value that needs to be imported could exist. The import table solves this by creating an array of pointers at runtime, each one pointing to the memory location of an imported value. This array of pointers exists inside of the module at a defined RVA location. In this way, the linker can use addresses inside of the module to access values outside of it.
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Imports at runtime
Using the above import directory at runtime, the loader finds the appropriate modules, loads them into memory, and seeks the correct export. However, to be able to use the export, a pointer to it must be stored somewhere in the importing module's memory. This is why there are two parallel arrays, OriginalFirstThunk and FirstThunk, identifying IMAGE_IMPORT_BY_NAME structures. Once an imported value has been resolved, the pointer to it is stored in the FirstThunk array. It can then be used at runtime to address imported values.
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Bound imports
The PE file format also supports a peculiar feature known as "binding". The process of loading and resolving import addresses can be time consuming, and in some situations this is to be avoided. If a developer is fairly certain that a library is not going to be updated or changed, then the addresses in memory of imported values will not change each time the application is loaded. So, the import address can be precomputed and stored in the FirstThunk array before runtime, allowing the loader to skip resolving the imports - the imports are "bound" to a particular memory location. However, if the versions numbers between modules do not match, or the imported library needs to be relocated, the loader will assume the bound addresses are invalid, and resolve the imports anyway. The "TimeDateStamp" member of the import directory entry for a module controls binding; if it is set to zero, then the import directory is not bound. If it is non-zero, then it is bound to another module. However, the TimeDateStamp in the import table must match the TimeDateStamp in the bound module's FileHeader, otherwise the bound values will be discarded by the loader. Forwarding and binding Binding can of course be a problem if the bound library / module forwards its exports to another module. In these cases, the non-forwarded imports can be bound, but the values which get forwarded must be identified so the loader can resolve them. This is done through the ForwarderChain member of the import descriptor. The value of "ForwarderChain" is an index into the FirstThunk and OriginalFirstThunk arrays. The OriginalFirstThunk for that index identifies the IMAGE_IMPORT_BY_NAME structure for a import that needs to be resolved, and the FirstThunk for that index is the index of another entry that needs to be resolved. This continues until the FirstThunk value is -1, indicating no more forwarded values to import.
Resources
Resource structures
Resources are data items in modules which are difficult to be stored or described using the chosen programming language. This requires a separate compiler or resource builder, allowing insertion of dialog boxes, icons, menus, images, and other types of resources, including arbitrary binary data. A number of API calls can then be used to retrieve resources from the module. The base of resource data is pointed to by the IMAGE_DIRECTORY_ENTRY_RESOURCE entry of the data directory, and at that location there is an IMAGE_RESOURCE_DIRECTORY structure: struct IMAGE_RESOURCE_DIRECTORY { long Characteristics; long TimeDateStamp; short MajorVersion; short MinorVersion; short NumberOfNamedEntries; short NumberOfIdEntries; } Characteristics is unused, and TimeDateStamp is normally the time of creation, although it doesn't matter if it's set or not. MajorVersion and MinorVersion relate to the versioning info of the resources: the fields have no defined values. Immediately following the IMAGE_RESOURCE_DIRECTORY structure is a series of IMAGE_RESOURCE_DIRECTORY_ENTRY's, the number of which are defined by the total of NumberOfNamedEntries and NumberOfIdEntries. The first portion of these entries are for named resources, the
X86 Disassembly/Windows Executable Files latter for ID resources, depending on the values in the IMAGE_RESOURCE_DIRECTORY struct. The actual shape of the resource entry structure is as follows: struct IMAGE_RESOURCE_DIRECTORY_ENTRY { long NameId; long *Data; } The NameId value has dual purpose: if the most significant bit (or sign bit) is clear, then the lower 16 bits are an ID number of the resource. Alternatly, if the top bit is set, then the lower 31 bits make up an offset from the start of the resource data to the name string of this particular resource. The Data value also has a dual purpose: if the most significant bit is set, the remaining 31 bits form an offset from the start of the resource data to another IMAGE_RESOURCE_DIRECTORY (i.e. this entry is an interior node of the resource tree). Otherwise, this is a leaf node, and Data contains the offset from the start of the resource data to a structure which describes the specifics of the resource data itself (which can be considered to be an ordered stream of bytes): struct IMAGE_RESOURCE_DATA_ENTRY { long *Data; long Size; long CodePage; long Reserved; } The Data value contains an RVA to the actual resource data, Size is self-explanatory, and CodePage contains the Unicode codepage to be used for decoding Unicode-encoded strings in the resource (if any). Reserved should be set to 0.
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Layout
The above system of resource directory and entries allows simple storage of resources, by name or ID number. However, this can get very complicated very quickly. Different types of resources, the resources themselves, and instances of resources in other languages can become muddled in just one directory of resources. For this reason, the resource directory has been given a structure to work by, allowing separation of the different resources. For this purpose, the "Data" value of resource entries points at another IMAGE_RESOURCE_DIRECTORY structure, forming a tree-diagram like organisation of resources. The first level of resource entries identifies the type of the resource: cursors, bitmaps, icons and similar. They use the ID method of identifying the resource entries, of which there are twelve defined values in total. More user defined resource types can be added. Each of these resource entries points at a resource directory, naming the actual resources themselves. These can be of any name or value. These point at yet another resource directory, which uses ID numbers to distinguish languages, allowing different specific resources for systems using a different language. Finally, the entries in the language directory actually provide the offset to the resource data itself, the format of which is not defined by the PE specification and can be treated as an arbitrary stream of bytes.
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Function Exports
Functions are exported from a DLL file by using the following syntax: __declspec(dllexport) void MyFunction() ... The "__declspec" keyword here is not a C language standard, but is implemented by many compilers to set extendable, compiler-specific options for functions and variables. Microsoft C Compiler and GCC versions that run on windows allow for the __declspec keyword, and the dllexport property. Functions may also be exported from regular .exe files, and .exe files with exported functions may be called dynamically in a similar manner to .dll files. This is a rare occurrence, however.
Function Imports
In a similar manner to function exports, a program may import a function from an external DLL file. The dll file will load into the process memory when the program is started, and the function will be used like a local function. DLL imports need to be prototyped in the following manner, for the compiler and linker to recognize that the function is coming from an external library: __declspec(dllimport) void MyFunction();
X86 Disassembly/Linux
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X86 Disassembly/Linux
The Linux page of the X86 Disassembly Wikibook is a stub. You can help by expanding this section.
Linux
The GNU/Linux operating system is open source, but at the same time there is so much that constitutes "GNU/Linux" that it can be difficult to stay on top of all aspects of the system. Here we will attempt to boil down some of the most important concepts of the GNU/Linux Operating System, especially from a reverser's standpoint
System Architecture
The concept of "GNU/Linux" is mostly a collection of a large number of software components that are based off the GNU tools and the Linux kernel. GNU/Linux is itself broken into a number of variants called "distros" which share some similarities, but may also have distinct peculiarities. In a general sense, all GNU/Linux distros are based on a variant of the Linux kernel. However, since each user may edit and recompile their own kernel at will, and since some distros may make certain edits to their kernels, it is hard to proclaim any one version of any one kernel as "the standard". Linux kernels are generally based off the philosophy that system configuration details should be stored in aptly-named, human-readable (and therefore human-editable) configuration files. The Linux kernel implements much of the core API, but certainly not all of it. Much API code is stored in external modules (although users have the option of compiling all these modules together into a "Monolithic Kernel"). On top of the kernel generally runs one or more shells. Bash is one of the more popular shells, but many users prefer other shells, especially for different tasks. Beyond the shell, Linux distros frequently offer a GUI (although many distros do not have a GUI at all, usually for performance reasons). Since each GUI often supplies its own underlying framework and API, certain graphical applications may run on only one GUI. Some applications may need to be recompiled (and a few completely rewritten) to run on another GUI.
Shells
Here are some popular shells: Bash An acronym for "Bourne Again SHell." Bourne A precursor to Bash. Csh C Shell Ksh Korn Shell TCsh A Terminal oriented Csh. Zsh Z Shell
X86 Disassembly/Linux
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GUIs
Some of the more-popular GUIs: KDE K Desktop Environment GNOME GNU Network Object Modeling Environment
Debuggers
gdb The GNU Debugger. It comes pre-installed on most Linux distributions and is primarily used to debug ELF executables. manpage [1] winedbg A debugger for Wine, used to debug Win32 executables under Linux. manpage [2] edb A fully featured plugin-based debugger inspired by the famous OllyDbg [1]. Project page [2]
File Analyzers
strings Finds printable strings in a file. When, for example, a password is stored in the binary itself (defined statically in the source), the string can then be extracted from the binary without ever needing to execute it. manpage [3] file Determines a file type, useful for determining whether an executable has been stripped and whether it's been dynamically (or statically) linked. manpage [4] objdump Disassembles object files, executables and libraries. Can list internal file structure and disassemble specific sections. Supports both Intel and AT&T syntax nm Lists symbols from executable files. Doesn't work on stripped binaries. Used mostly on debugging version of executables.
References
[1] [2] [3] [4] http:/ / www. die. net/ doc/ linux/ man/ man1/ gdb. 1. html http:/ / www. die. net/ doc/ linux/ man/ man1/ winedbg. 1. html http:/ / www. doc. ic. ac. uk/ lab/ labman/ lookup-man. cgi?strings(1) http:/ / www. doc. ic. ac. uk/ lab/ labman/ lookup-man. cgi?file(1)
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a.out Files
a.out is a very simple format consisting of a header (at offset 0) which contains the size of 3 executable sections (code, data, bss), plus pointers to additional information such as relocations (for .o files), symbols and symbols' strings. The actual sections contents follows the header. Offsets of different sections are computed from the size of the previous section.
ELF Files
The ELF file format (short for Executable and Linking Format) was developed by Unix System Laboratories to be a successor to previous file formats such as COFF and a.out. In many respects, the ELF format is more powerful and versatile than previous formats, and has widely become the standard on Linux, Solaris, IRIX, and FreeBSD (although the FreeBSD-derived Mac OS X uses the Mach-O format instead). ELF has also been adopted by OpenVMS for Itanium and BeOS for x86. Historically, Linux has not always used ELF; Red Hat Linux 4 was the first time that distribution used ELF; previous versions had used the a.out format. ELF Objects are broken down into different segments and/or sections. These can be located by using the ELF header found at the first byte of the object. The ELF header provides the location for both the program header and the section header. Using these data structures the rest of the ELF objects contents can be found, this includes .text and .data segments which contain code and data respectively. The GNU readelf utility, from the binutils package, is a common tool for parsing ELF objects.
File Format
Each ELF file is made up of one ELF header, followed by file data. The file data can include: Program header table, describing zero or more segments Section header table, describing zero or more sections Data referred to by entries in the program or section header table The segments contain information that is necessary for runtime execution of the file, while sections contain important data for linking and relocation. Each byte in the entire file is taken by no more than one section at a time, but there can be orphan bytes, which are not covered by a section. In the normal case of a Unix executable one or more sections are enclosed in one segment.
An ELF file has two views: the program header shows the segments used at run-time, while the section header lists the set of sections of the binary.
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Code Patterns
X86 Disassembly/The Stack
The Stack
Generally speaking, a stack is a data structure that stores data values contiguously in memory. Unlike an array, however, you access (read or write) data only at the "top" of the stack. To read from the stack is said "to pop" and to write to the stack is said "to push". A stack is also known as a LIFO queue (Last In First Out) since values are popped from the stack in the reverse order that they are pushed onto it (think of how you pile up plates on a table). Popped data disappears from the stack. All x86 architectures use a stack as a temporary storage area in RAM that allows the processor to quickly store and retrieve data in memory. The current top of the stack is pointed to by the esp register. The stack "grows" downward, from high to low memory addresses, so values recently pushed onto the stack are located in memory addresses above the esp pointer. No register specifically points to the bottom of the stack, although most operating systems monitor the stack bounds to detect both "underflow" (popping an empty stack) and "overflow" (pushing too much information on the stack) conditions. When a value is popped off the stack, the value remains sitting in memory until overwritten. However, you should never rely on the content of memory addresses below esp, because other functions may overwrite these values without your knowledge. Users of Windows ME, 98, 95, 3.1 (and earlier) may fondly remember the infamous "Blue Screen of Death" -- that was sometimes caused by a stack overflow exception. This occurs when too much data is written to the stack, and the stack "grows" beyond its limits. Modern operating systems use better bounds-checking and error recovery to reduce the occurrence of stack overflows, and to maintain system stability after one has occurred.
pop eax
but the single command actually performs much faster than the alternative. It can be visualized that the stack grows from right to left, and esp decreases as the stack grows in size.
Push Pop
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ESP In Action
Let's say we want to quickly discard 3 items we pushed earlier onto the stack, without saving the values (in other words "clean" the stack). The following works: pop pop pop xor eax eax eax eax, eax
However there is a faster method. We can simply perform some basic arithmetic on esp to make the pointer go "above" the data items, so they cannot be read anymore, and can be overwritten with the next round of push commands. add esp, 12 ; 12 is 3 DWORDs (4 bytes * 3)
Likewise, if we want to reserve room on the stack for an item bigger than a DWORD, we can use a subtraction to artificially move esp forward. We can then access our reserved memory directly as a memory pointer, or we can access it indirectly as an offset value from esp itself. Say we wanted to create an array of byte values on the stack, 100 items long. We want to store the pointer to the base of this array in edi. How do we do it? Here is an example: sub esp, 100 mov edi, esp ; num of bytes in our array ; copy address of 100 bytes area to edi
To destroy that array, we simply write the instruction add esp, 100
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Data Allocation
There are two areas in the computer memory where a program can store data. The first, the one that we have been talking about, is the stack. It is a linear LIFO buffer that allows fast allocations and deallocations, but has a limited size. The heap is typically a non-linear data storage area, typically implemented using linked lists, binary trees, or other more exotic methods. Heaps are slightly more difficult to interface with and to maintain than a stack, and allocations/deallocations are performed more slowly. However, heaps can grow as the data grows, and new heaps can be allocated when data quantities become too large. As we shall see, explicitly declared variables are allocated on the stack. Stack variables are finite in number, and have a definite size. Heap variables can be variable in number and in size. We will discuss these topics in more detail later.
X86 Disassembly/Functions and Stack Frames a = 10; b = 5; c = 2; mov [ebp - 4], 10 mov [ebp - 8], 5 mov [ebp - 12], 2 ; location of variable a ; location of b ; location of c
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This all seems well and good, but what is the purpose of ebp in this setup? Why save the old value of ebp and then point ebp to the top of the stack, only to change the value of esp with the next instruction? The answer is function parameters. Consider the following C function declaration: void MyFunction2(int x, int y, int z) { ... } It produces the following assembly code: _MyFunction2: push ebp mov ebp, esp sub esp, 0
Which is exactly as one would expect. So, what exactly does ebp do, and where are the function parameters stored? The answer is found when we call the function. Consider the following C function call: MyFunction2(10, 5, 2); This will create the following assembly code (using a Right-to-Left calling convention called CDECL, explained later): push push push call 2 5 10 _MyFunction2
Note: Remember that the call x86 instruction is basically equivalent to push eip + 2 ; return address is current address + size of two instructions jmp _MyFunction2 It turns out that the function arguments are all passed on the stack! Therefore, when we move the current value of the stack pointer (esp) into ebp, we are pointing ebp directly at the function arguments. As the function code pushes and pops values, ebp is not affected by esp. Remember that pushing basically does this: sub esp, 4 ; "allocate" space for the new stack item mov [esp], X ; put new stack item value X in This means that first the return address and then the old value of ebp are put on the stack. Therefore [ebp] points to the location of the old value of ebp, [ebp + 4] points to the return address, and [ebp + 8] points to the first function argument. Here is a (crude) representation of the stack at this point:
X86 Disassembly/Functions and Stack Frames : : | 2 | [ebp + | 5 | [ebp + | 10 | [ebp + | RA | [ebp + | FP | [ebp] | | [ebp : :
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16] 12] 8] 4] 4]
(3rd function argument) (2nd argument) (1st argument) (return address) (old ebp value) (1st local variable)
The stack pointer value may change during the execution of the current function. In particular this happens when: parameters are passed to another function; the pseudo-function "alloca()" is used. [FIXME: When parameters are passed into another function the esp changing is not an issue. When that function returns the esp will be back to its old value. So why does ebp help there. This needs better explanation. (The real explanation is here, ESP is not really needed: http:/ / blogs. msdn. com/ larryosterman/ archive/ 2007/ 03/ 12/ fpo. aspx)] This means that the value of esp cannot be reliably used to determine (using the appropriate offset) the memory location of a specific local variable. To solve this problem, many compilers access local variables using negative offsets from the ebp registers. This allows us to assume that the same offset is always used to access the same variable (or parameter). For this reason, the ebp register is called the frame pointer, or FP.
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"static" Functions
In C, functions may optionally be declared with the static keyword, as such: static void MyFunction4(); The static keyword causes a function to have only local scope, meaning it may not be accessed by any external functions (it is strictly internal to the given code file). When an optimizing compiler sees a static function that is only referenced by calls (no references through function pointers), it "knows" that external functions cannot possibly interface with the static function (the compiler controls all access to the function), so the compiler doesn't bother making it standard.
If such a function needs to be replaced without reloading the application (or restarting the machine in case of kernel patches) it can be achieved by inserting a jump to the replacement function. A short jump instruction (which can jump +/- 127 bytes) requires 2 bytes of storage space - just the amount that the "mov edi,edi" placeholder provides. A jump to any memory location, in this case to our replacement function, requires 5 bytes. These are provided by the 5 no-operation bytes just preceding the function. If a function thus patched gets called it will first jump back by 5 bytes and then do a long jump to the replacement function. After the patch the memory might look like this LABEL: jmp REPLACEMENT_FUNCTION ; <-- 5 NOPs replaced by jmp
X86 Disassembly/Functions and Stack Frames FUNCTION: jmp short LABEL push ebp mov ebp, esp
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; <-- mov edi has been replaced by short jump backwards ; <-- regular stack frame setup as before
The reason for using a 2-byte mov instruction at the beginning instead of putting 5 nops there directly, is to prevent corruption during the patching process. There would be a risk with replacing 5 individual instructions if the instruction pointer is currently pointing at any one of them. Using a single mov instruction as placeholder on the other hand guarantees that the patching can be completed as an atomic transaction.
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Notes on Terminology
There are a few terms that we are going to be using in this chapter, which are mostly common sense, but which are worthy of stating directly: Passing arguments "passing arguments" is a way of saying that the calling function is writing data in the place where the called function will look for them. Arguments are passed before the call instruction is executed. Right-to-Left and Left-to-Right These describe the manner that arguments are passed to the subroutine, in terms of the High-level code. For instance, the following C function call:
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will generate the following code if passed Left-to-Right: push a push b call _MyFunction and will generate the following code if passed Right-to-Left: push b push a call _MyFunction Return value Some functions return a value, and that value must be received reliably by the function's caller. The called function places its return value in a place where the calling function can get it when execution returns. The called function stores the return value before executing the ret instruction. Cleaning the stack When arguments are pushed onto the stack, eventually they must be popped back off again. Whichever function, the caller or the callee, is responsible for cleaning the stack must reset the stack pointer to eliminate the passed arguments. Calling function (the caller) The "parent" function that calls the subroutine. Execution resumes in the calling function directly after the subroutine call, unless the program terminates inside the subroutine. Called function (the callee) The "child" function that gets called by the "parent." Name Decoration When C code is translated to assembly code, the compiler will often "decorate" the function name by adding extra information that the linker will use to find and link to the correct functions. For most calling conventions, the decoration is very simple (often only an extra symbol or two to denote the calling convention), but in some extreme cases (notably C++ "thiscall" convention), the names are "mangled" severely. Entry sequence (the function prologue) a few instructions at the beginning of a function, which prepare the stack and registers for use within the function. Exit sequence (the function epilogue) a few instructions at the end of a function, which restore the stack and registers to the state expected by the caller, and return to the caller. Some calling conventions clean the stack in the exit sequence. Call sequence a few instructions in the middle of a function (the caller) which pass the arguments and call the called function. After the called function has returned, some calling conventions have one more instruction in the call sequence to clean the stack.
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CDECL
In the CDECL calling convention the following holds: Arguments are passed on the stack in Right-to-Left order, and return values are passed in eax. The calling function cleans the stack. This allows CDECL functions to have variable-length argument lists (aka variadic functions). For this reason the number of arguments is not appended to the name of the function by the compiler, and the assembler and the linker are therefore unable to determine if an incorrect number of arguments is used. Variadic functions usually have special entry code, generated by the va_start(), va_arg() C pseudo-functions. Consider the following C instructions: _cdecl int MyFunction1(int a, int b) { return a + b; } and the following function call: x = MyFunction1(2, 3); These would produce the following assembly listings, respectively: _MyFunction1: push ebp mov ebp, esp mov eax, [ebp + 8] mov edx, [ebp + 12] add eax, edx pop ebp ret and push 3 push 2 call _MyFunction1 add esp, 8 When translated to assembly code, CDECL functions are almost always prepended with an underscore (that's why all previous examples have used "_" in the assembly code).
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STDCALL
STDCALL, also known as "WINAPI" (and a few other names, depending on where you are reading it) is used almost exclusively by Microsoft as the standard calling convention for the Win32 API. Since STDCALL is strictly defined by Microsoft, all compilers that implement it do it the same way. STDCALL passes arguments right-to-left, and returns the value in eax. (The Microsoft documentation erroneously claimed that arguments are passed left-to-right, but this is not the case.) The called function cleans the stack, unlike CDECL. This means that STDCALL doesn't allow variable-length argument lists. Consider the following C function: _stdcall int MyFunction2(int a, int b) { return a + b; } and the calling instruction: x = MyFunction2(2, 3); These will produce the following respective assembly code fragments: :_MyFunction@8 push ebp mov ebp, esp mov eax, [ebp + 8] mov edx, [ebp + 12] add eax, edx pop ebp ret 8 and push 3 push 2 call _MyFunction@8 There are a few important points to note here: 1. In the function body, the ret instruction has an (optional) argument that indicates how many bytes to pop off the stack when the function returns. 2. STDCALL functions are name-decorated with a leading underscore, followed by an @, and then the number (in bytes) of arguments passed on the stack. This number will always be a multiple of 4, on a 32-bit aligned machine.
FASTCALL
The FASTCALL calling convention is not completely standard across all compilers, so it should be used with caution. In FASTCALL, the first 2 or 3 32-bit (or smaller) arguments are passed in registers, with the most commonly used registers being edx, eax, and ecx. Additional arguments, or arguments larger than 4-bytes are passed on the stack, often in Right-to-Left order (similar to CDECL). The calling function most frequently is responsible for cleaning the stack, if needed. Because of the ambiguities, it is recommended that FASTCALL be used only in situations with 1, 2, or 3 32-bit arguments, where speed is essential.
X86 Disassembly/Calling Conventions The following C function: _fastcall int MyFunction3(int a, int b) { return a + b; } and the following C function call: x = MyFunction3(2, 3); Will produce the following assembly code fragments for the called, and the calling functions, respectively: :@MyFunction3@8 push ebp mov ebp, esp ;many compilers create a stack frame even if it isn't used add eax, edx ;a is in eax, b is in edx pop ebp ret and ;the calling function mov eax, 2 mov edx, 3 call @MyFunction3@8 The name decoration for FASTCALL prepends an @ to the function name, and follows the function name with @x, where x is the number (in bytes) of arguments passed to the function. Many compilers still produce a stack frame for FASTCALL functions, especially in situations where the FASTCALL function itself calls another subroutine. However, if a FASTCALL function doesn't need a stack frame, optimizing compilers are free to omit it.
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THISCALL
In THISCALL, the pointer to the class object is passed in ecx, the arguments are passed Right-to-Left on the stack, and the return value is passed in eax. For instance, the following C++ instruction: MyObj.MyMethod(a, b, c);
Would form the following asm code: mov ecx, MyObj push c push b push a call _MyMethod
X86 Disassembly/Calling Conventions At least, it would look like the assembly code above if it weren't for name mangling.
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Name Mangling
Because of the complexities inherent in function overloading, C++ functions are heavily name-decorated to the point that people often refer to the process as "Name Mangling." Unfortunately C++ compilers are free to do the name-mangling differently since the standard does not enforce a convention. Additionally, other issues such as exception handling are also not standardized. Since every compiler does the name-mangling differently, this book will not spend too much time discussing the specifics of the algorithm. Notice that in many cases, it's possible to determine which compiler created the executable by examining the specifics of the name-mangling format. We will not cover this topic in this much depth in this book, however. Here are a few general remarks about THISCALL name-mangled functions: They are recognizable on sight because of their complexity when compared to CDECL, FASTCALL, and STDCALL function name decorations They sometimes include the name of that function's class. They almost always include the number and type of the arguments, so that overloaded functions can be differentiated by the arguments passed to it. Here is an example of a C++ class and function declaration: class MyClass { MyFunction(int a); } MyClass::MyFunction(2) And here is the resultant mangled name: ?MyFunction@MyClass@@QAEHH@Z
Extern "C"
In a C++ source file, functions placed in an extern "C" block are guaranteed not to be mangled. This is done frequently when libraries are written in C++, and the functions need to be exported without being mangled. Even though the program is written in C++ and compiled with a C++ compiler, some of the functions might therefore not be mangled and will use one of the ordinary C calling conventions (typically CDECL).
X86 Disassembly/Calling Conventions While we haven't covered optimizations yet, suffice it to say that optimizing compilers can even make a mess out of these details. Functions which are not exported do not necessarily need to maintain standard interfaces, and if it is determined that a particular function does not need to follow a standard convention, some of the details will be optimized away. In these cases, it can be difficult to determine what calling conventions were used (if any), and it is even difficult to determine where a function begins and ends. This book cannot account for all possibilities, so we try to show as much information as possible, with the knowledge that much of the information provided here will not be available in a true disassembly situation.
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further reading
x86 Disassembly/Calling Convention Examples Embedded Systems/Mixed C and Assembly Programming describes calling conventions on other CPUs.
CDECL
int MyFunction(int x, int y) { return (x * 2) + (y * 3); } becomes: PUBLIC _MyFunction _TEXT SEGMENT _x$ = 8 _y$ = 12 _MyFunction PROC NEAR ; Line 4 push ebp mov ebp, esp
; size = 4 ; size = 4
X86 Disassembly/Calling Convention Examples ; Line 5 mov eax, _y$[ebp] imul eax, 3 mov ecx, _x$[ebp] lea eax, [eax+ecx*2] ; Line 6 pop ebp ret 0 _MyFunction ENDP _TEXT ENDS END On entry of a function, ESP points to the return address pushed on the stack by the call instruction (that is, previous contents of EIP). Any argument in stack of higher address then entry ESP is pushed by caller before the call is made; in this example, the first argument is at offset +4 from ESP (EIP is 4 bytes wide), plus 4 more bytes once the EBP is pushed on the stack. Thus, at line 5, ESP points to the saved frame pointer EBP, and arguments are located at addresses ESP+8 (x) and ESP+12 (y). For CDECL, caller pushes arguments into stack in a right to left order. Because ret 0 is used, it must be the caller who cleans up the stack. As a point of interest, notice how lea is used in this function to simultaneously perform the multiplication (ecx * 2), and the addition of that quantity to eax. Unintuitive instructions like this will be explored further in the chapter on unintuitive instructions.
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FASTCALL
int MyFunction(int x, int y) { return (x * 2) + (y * 3); } becomes: PUBLIC @MyFunction@8 _TEXT SEGMENT _y$ = -8 _x$ = -4 @MyFunction@8 PROC NEAR ; _x$ = ecx ; _y$ = edx ; Line 4 push ebp mov ebp, esp sub esp, 8 mov _y$[ebp], edx mov _x$[ebp], ecx ; Line 5 mov eax, _y$[ebp] imul eax, 3 mov ecx, _x$[ebp]
; size = 4 ; size = 4
X86 Disassembly/Calling Convention Examples lea eax, [eax+ecx*2] ; Line 6 mov esp, ebp pop ebp ret 0 @MyFunction@8 ENDP _TEXT ENDS END This function was compiled with optimizations turned off. Here we see arguments are first saved in stack then fetched from stack, rather than be used directly. This is because the compiler wants a consistent way to use all arguments via stack access, not only one compiler does like that. There is no argument is accessed with positive offset to entry SP, it seems caller doesnt pushed in them, thus it can use ret 0. Lets do further investigation: int FastTest(int x, int y, int z, int a, int b, int c) { return x * y * z * a * b * c; } and the corresponding listing: PUBLIC @FastTest@24 _TEXT SEGMENT _y$ = -8 _x$ = -4 _z$ = 8 _a$ = 12 _b$ = 16 _c$ = 20 @FastTest@24 PROC NEAR ; _x$ = ecx ; _y$ = edx ; Line 2 push ebp mov ebp, esp sub esp, 8 mov _y$[ebp], edx mov _x$[ebp], ecx ; Line 3 mov eax, _x$[ebp] imul eax, DWORD PTR imul eax, DWORD PTR imul eax, DWORD PTR imul eax, DWORD PTR imul eax, DWORD PTR ; Line 4 mov esp, ebp pop ebp
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68
Now we have 6 arguments, four are pushed in by caller from right to left, and last two are passed again in cx/dx, and processed the same way as previous example. Stack cleanup is done by ret 16, which corresponding to 4 arguments pushed before call executed. For FASTCALL, compiler will try to pass arguments in registers, if not enough caller will pushed them into stack still in an order from right to left. Stack cleanup is done by callee. It is called FASTCALL because if arguments can be passed in registers (for 64bit CPU the maximum number is 6), no stack push/clean up is needed. The name-decoration scheme of the function: @MyFunction@n, here n is stack size needed for all arguments.
STDCALL
int MyFunction(int x, int y) { return (x * 2) + (y * 3); } becomes: PUBLIC _MyFunction@8 _TEXT SEGMENT _x$ = 8 _y$ = 12 _MyFunction@8 PROC NEAR ; Line 4 push ebp mov ebp, esp ; Line 5 mov eax, _y$[ebp] imul eax, 3 mov ecx, _x$[ebp] lea eax, [eax+ecx*2] ; Line 6 pop ebp ret 8 _MyFunction@8 ENDP _TEXT ENDS END
; size = 4 ; size = 4
The STDCALL listing has only one difference than the CDECL listing that it uses "ret 8" for self clean up of stack. Lets do an example with more parameters: int STDCALLTest(int x, int y, int z, int a, int b, int c) { return x * y * z * a * b * c; } Let's take a look at how this function gets translated into assembly by cl.exe: PUBLIC _TEXT _STDCALLTest@24 SEGMENT
X86 Disassembly/Calling Convention Examples _x$ = 8 _y$ = 12 _z$ = 16 _a$ = 20 _b$ = 24 _c$ = 28 _STDCALLTest@24 PROC NEAR ; Line 2 push ebp mov ebp, esp ; Line 3 mov eax, _x$[ebp] imul eax, DWORD PTR imul eax, DWORD PTR imul eax, DWORD PTR imul eax, DWORD PTR imul eax, DWORD PTR ; Line 4 pop ebp ret 24 _STDCALLTest@24 ENDP _TEXT ENDS END ; size = 4 ; size = 4 ; size = 4 ; size = 4 ; size = 4 ; size = 4
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; 00000018H
Yes the only difference between STDCALL and CDECL is that the former does stack clean up in callee, the later in caller. This saves a little bit in X86 due to its "ret n".
GNU C Compiler
We will be using 2 example C functions to demonstrate how GCC implements calling conventions: int MyFunction1(int x, int y) { return (x * 2) + (y * 3); } and int MyFunction2(int x, int y, int z, int a, int b, int c) { return x * y * (z + 1) * (a + 2) * (b + 3) * (c + 4); } GCC does not have commandline arguments to force the default calling convention to change from CDECL (for C), so they will be manually defined in the text with the directives: __cdecl, __fastcall, and __stdcall.
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CDECL
The first function (MyFunction1) provides the following assembly listing: _MyFunction1: pushl movl movl leal movl movl addl addl leal popl ret
%ebp %esp, %ebp 8(%ebp), %eax (%eax,%eax), %ecx 12(%ebp), %edx %edx, %eax %eax, %eax %edx, %eax (%eax,%ecx), %eax %ebp
First of all, we can see the name-decoration is the same as in cl.exe. We can also see that the ret instruction doesn't have an argument, so the calling function is cleaning the stack. However, since GCC doesn't provide us with the variable names in the listing, we have to deduce which parameters are which. After the stack frame is set up, the first instruction of the function is "movl 8(%ebp), %eax". One we remember (or learn for the first time) that GAS instructions have the general form: instruction src, dest We realize that the value at offset +8 from ebp (the last parameter pushed on the stack) is moved into eax. The leal instruction is a little more difficult to decipher, especially if we don't have any experience with GAS instructions. The form "leal(reg1,reg2), dest" adds the values in the parenthesis together, and stores the value in dest. Translated into Intel syntax, we get the instruction: lea ecx, [eax + eax] Which is clearly the same as a multiplication by 2. The first value accessed must then have been the last value passed, which would seem to indicate that values are passed right-to-left here. To prove this, we will look at the next section of the listing: movl movl addl addl leal 12(%ebp), %edx %edx, %eax %eax, %eax %edx, %eax (%eax,%ecx), %eax
the value at offset +12 from ebp is moved into edx. edx is then moved into eax. eax is then added to itselt (eax * 2), and then is added back to edx (edx + eax). remember though that eax = 2 * edx, so the result is edx * 3. This then is clearly the y parameter, which is furthest on the stack, and was therefore the first pushed. CDECL then on GCC is implemented by passing arguments on the stack in right-to-left order, same as cl.exe.
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FASTCALL
.globl @MyFunction1@8 .def @MyFunction1@8: pushl movl subl movl movl movl leal movl movl addl addl leal leave ret %ebp %esp, %ebp $8, %esp %ecx, -4(%ebp) %edx, -8(%ebp) -4(%ebp), %eax (%eax,%eax), %ecx -8(%ebp), %edx %edx, %eax %eax, %eax %edx, %eax (%eax,%ecx), %eax @MyFunction1@8; .scl 2; .type 32; .endef
Notice first that the same name decoration is used as in cl.exe. The astute observer will already have realized that GCC uses the same trick as cl.exe, of moving the fastcall arguments from their registers (ecx and edx again) onto a negative offset on the stack. Again, optimizations are turned off. ecx is moved into the first position (-4) and edx is moved into the second position (-8). Like the CDECL example above, the value at -4 is doubled, and the value at -8 is tripled. Therefore, -4 (ecx) is x, and -8 (edx) is y. It would seem from this listing then that values are passed left-to-right, although we will need to take a look at the larger, MyFunction2 example:
.globl @MyFunction2@24 .def @MyFunction2@24: pushl movl subl movl movl movl imull movl incl imull movl addl imull movl addl imull movl addl imull %ebp %esp, %ebp $8, %esp %ecx, -4(%ebp) %edx, -8(%ebp) -4(%ebp), %eax -8(%ebp), %eax 8(%ebp), %edx %edx %edx, %eax 12(%ebp), %edx $2, %edx %edx, %eax 16(%ebp), %edx $3, %edx %edx, %eax 20(%ebp), %edx $4, %edx %edx, %eax @MyFunction2@24; .scl 2; .type 32; .endef
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By following the fact that in MyFunction2, successive parameters are added to increasing constants, we can deduce the positions of each parameter. -4 is still x, and -8 is still y. +8 gets incremented by 1 (z), +12 gets increased by 2 (a). +16 gets increased by 3 (b), and +20 gets increased by 4 (c). Let's list these values then: z a b c = = = = [ebp [ebp [ebp [ebp + + + + 8] 12] 16] 20]
c is the furthest down, and therefore was the first pushed. z is the highest to the top, and was therefore the last pushed. Arguments are therefore pushed in right-to-left order, just like cl.exe.
STDCALL
Let's compare then the implementation of MyFunction1 in GCC:
.globl _MyFunction1@8 .def _MyFunction1@8: pushl movl movl leal movl movl addl addl leal popl ret %ebp %esp, %ebp 8(%ebp), %eax (%eax,%eax), %ecx 12(%ebp), %edx %edx, %eax %eax, %eax %edx, %eax (%eax,%ecx), %eax %ebp $8 _MyFunction1@8; .scl 2; .type 32; .endef
The name decoration is the same as in cl.exe, so STDCALL functions (and CDECL and FASTCALL for that matter) can be assembled with either compiler, and linked with either linker, it seems. The stack frame is set up, then the value at [ebp + 8] is doubled. After that, the value at [ebp + 12] is tripled. Therefore, +8 is x, and +12 is y. Again, these values are pushed in right-to-left order. This function also cleans its own stack with the "ret 8" instruction. Looking at a bigger example:
.globl _MyFunction2@24 .def _MyFunction2@24: pushl movl movl imull movl incl imull movl %ebp %esp, %ebp 8(%ebp), %eax 12(%ebp), %eax 16(%ebp), %edx %edx %edx, %eax 20(%ebp), %edx _MyFunction2@24; .scl 2; .type 32; .endef
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We can see here that values at +8 and +12 from ebp are still x and y, respectively. The value at +16 is incremented by 1, the value at +20 is incremented by 2, etc all the way to the value at +28. We can therefore create the following table: x y z a b c = = = = = = [ebp [ebp [ebp [ebp [ebp [ebp + + + + + + 8] 12] 16] 20] 24] 28]
With c being pushed first, and x being pushed last. Therefore, these parameters are also pushed in right-to-left order. This function then also cleans 24 bytes off the stack with the "ret 24" instruction.
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X86 Disassembly/Calling Convention Examples class Container { void Load(char, int, int); }
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X86 Disassembly/Branches
Branching
Computer science professors tell their students to avoid jumps and goto instructions, to avoid the proverbial "spaghetti code." Unfortunately, assembly only has jump instructions to control program flow. This chapter will explore the subject that many people avoid like the plague, and will attempt to show how the spaghetti of assembly can be translated into the more familiar control structures of high-level language. Specifically, this chapter will focus on If-Then-Else and Switch branching instructions.
If-Then
Let's consider a generic if statement in pseudo-code followed by its equivalent form using jumps:
if (condition) then do_action; if not (condition) then goto end; do_action; end:
What does this code do? In English, the code checks the condition and performs a jump only if it is false. With that in mind, let's compare some actual C code and its Assembly translation: if(x == 0) { x = 1; } x++;
mov eax, $x cmp eax, 0 jne end mov eax, 1 end: inc eax mov $x, eax
Note that when we translate to assembly, we need to negate the condition of the jump because--like we said above--we only jump if the condition is false. To recreate the high-level code, simply negate the condition once again. Negating a comparison may be tricky if you're not paying attention. Here are the correct dual forms:
X86 Disassembly/Branches
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Meaning Jump if not equal Jump if equal Jump if greater Jump if less than or equal Jump if less than Jump if greater or equal
And here are some examples. mov eax, $x cmp eax, $y jg end inc eax move $x, eax end: ... Is produced by these C statements: if(x <= y) { x++; } As you can see, x is incremented only if it is less than or equal to y. Thus, if it is greater than y, it will not be incremented as in the assembler code. Similarly, the C code if(x < y) { x++; } produces this assembler code: mov eax, $x cmp eax, $y jge end inc eax move $x, eax end: ... //move x into eax //compare eax with y //jump if greater than or equal to //increment x //move x into eax //compare eax with y //jump if greater than //increment x
X is incremented in the C code only if it is less than y, so the assembler code now jumps if it's greater than or equal to y. This kind of thing takes practice, so we will try to include lots of examples in this section.
X86 Disassembly/Branches
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If-Then-Else
Let us now look at a more complicated case: the If-Then-Else instruction.
if (condition) then do_action else do_alternative_action; if not (condition) goto else; do_action; goto end; else: do_alternative_action; end:
Now, what happens here? Like before, the if statement only jumps to the else clause when the condition is false. However, we must also install an unconditional jump at the end of the "then" clause, so we don't perform the else clause directly afterwards. Now, here is an example of a real C If-Then-Else: if(x == 10) { x = 0; } else { x++; } Which gets translated into the following assembly code: mov eax, $x cmp eax, 0x0A ;0x0A = 10 jne else mov eax, 0 jmp end else: inc eax end: mov $x, eax As you can see, the addition of a single unconditional jump can add an entire extra option to our conditional.
X86 Disassembly/Branches
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Switch-Case
Switch-Case structures can be very complicated when viewed in assembly language, so we will examine a few examples. First, keep in mind that in C, there are several keywords that are commonly used in a switch statement. Here is a recap: Switch This keyword tests the argument, and starts the switch structure Case This creates a label that execution will switch to, depending on the value of the argument. Break This statement jumps to the end of the switch block Default This is the label that execution jumps to if and only if it doesn't match up to any other conditions Lets say we have a general switch statement, but with an extra label at the end, as such: switch (x) { //body of switch statement } end_of_switch: Now, every break statement will be immediately replaced with the statement jmp end_of_switch But what do the rest of the statements get changed to? The case statements can each resolve to any number of arbitrary integer values. How do we test for that? The answer is that we use a "Switch Table". Here is a simple, C example: int main(int argc, char **argv) { //line 10 switch(argc) { case 1: MyFunction(1); break; case 2: MyFunction(2); break; case 3: MyFunction(3); break; case 4: MyFunction(4); break; default: MyFunction(5); } return 0;
X86 Disassembly/Branches } And when we compile this with cl.exe, we can generate the following listing file: tv64 = _argc$ _argv$ _main ; Line -4 = 8 = 12 PROC NEAR ebp ebp, esp ecx eax, DWORD PTR _argc$[ebp] DWORD PTR tv64[ebp], eax ecx, DWORD PTR tv64[ebp] ecx, 1 DWORD PTR tv64[ebp], ecx DWORD PTR tv64[ebp], 3 SHORT $L810 edx, DWORD PTR tv64[ebp] DWORD PTR $L818[edx*4] ; size = 4 ; size = 4 ; size = 4
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10 push mov push ; Line 11 mov mov mov sub mov cmp ja mov jmp $L806: ; Line 14 push call add ; Line 15 jmp $L807: ; Line 17 push call add ; Line 18 jmp $L808: ; Line 19 push call add ; Line 20 jmp $L809: ; Line 22 push call add
4 _MyFunction esp, 4
X86 Disassembly/Branches ; Line 23 jmp SHORT $L803 $L810: ; Line 25 push 5 call _MyFunction add esp, 4 $L803: ; Line 27 xor eax, eax ; Line 28 mov esp, ebp pop ebp ret 0 $L818: DD $L806 DD $L807 DD $L808 DD $L809 _main ENDP Lets work our way through this. First, we see that line 10 sets up our standard stack frame, and it also saves ecx. Why does it save ecx? Scanning through the function, we never see a corresponding "pop ecx" instruction, so it seems that the value is never restored at all. In fact, the compiler isn't saving ecx at all, but is instead simply reserving space on the stack: it's creating a local variable. The original C code didn't have any local variables, however, so perhaps the compiler just needed some extra scratch space to store intermediate values. Why doesn't the compiler execute the more familiar "sub esp, 4" command to create the local variable? push ecx is just a faster instruction that does the same thing. This "scratch space" is being referenced by a negative offset from ebp. tv64 was defined in the beginning of the listing as having the value -4, so every call to "tv64[ebp]" is a call to this scratch space. There are a few things that we need to notice about the function in general: Label $L803 is the end_of_switch label. Therefore, every "jmp SHORT $L803" statement is a break. This is verifiable by comparing with the C code line-by-line. Label $L818 contains a list of hard-coded memory addresses, which here are labels in the code section! Remember, labels resolve to the memory address of the instruction. This must be an important part of our puzzle. To solve this puzzle, we will take an in-depth look at line 11: mov mov mov sub mov cmp ja mov jmp eax, DWORD PTR _argc$[ebp] DWORD PTR tv64[ebp], eax ecx, DWORD PTR tv64[ebp] ecx, 1 DWORD PTR tv64[ebp], ecx DWORD PTR tv64[ebp], 3 SHORT $L810 edx, DWORD PTR tv64[ebp] DWORD PTR $L818[edx*4]
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X86 Disassembly/Branches
if( argc - 1 >= 4 ) { goto $L810; } label *L818[] = { $L806, $L807, $L808, $L809 }; // goto L818[argc - 1]; /* use the address from the table to jump to the correct case */ /* define a table of jumps, one per each case */ /* the default */
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Here's why...
The Setup
mov mov mov sub mov eax, DWORD PTR _argc$[ebp] DWORD PTR tv64[ebp], eax ecx, DWORD PTR tv64[ebp] ecx, 1 DWORD PTR tv64[ebp], ecx
The value of argc is moved into eax. The value of eax is then immediately moved to the scratch space. The value of the scratch space is then moved into ecx. Sounds like an awfully convoluted way to get the same value into so many different locations, but remember: I turned off the optimizations. The value of ecx is then decremented by 1. Why didn't the compiler use a dec instruction instead? Perhaps the statement is a general statement, that in this case just happens to have an argument of 1. We don't know why exactly, all we know is this: eax = "scratch pad" ecx = eax - 1 Finally, the last line moves the new, decremented value of ecx back into the scratch pad. Very inefficient.
The value of the scratch pad is compared with the value 3, and if the unsigned value is above 3 (4 or more), execution jumps to label $L810. How do I know the value is unsigned? I know because ja is an unsigned conditional jump. Let's look back at the original C code switch: switch(argc) { case 1: MyFunction(1); break; case 2: MyFunction(2); break; case 3: MyFunction(3); break; case 4: MyFunction(4); break;
X86 Disassembly/Branches default: MyFunction(5); } Remember, the scratch pad contains the value (argc - 1), which means that this condition is only triggered when argc > 4. What happens when argc is greater than 4? The function goes to the default condition. Now, let's look at the next two lines: mov jmp edx, DWORD PTR tv64[ebp] DWORD PTR $L818[edx*4]
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edx gets the value of the scratch pad (argc - 1), and then there is a very weird jump that takes place: execution jumps to a location pointed to by the value (edx * 4 + $L818). What is $L818? We will examine that right now.
$L818 is a pointer, in the code section, to a list of other code section pointers. These pointers are all 32bit values (DD is a DWORD). Let's look back at our jump statement: jmp DWORD PTR $L818[edx*4]
In this jump, $L818 isn't the offset, it's the base, edx*4 is the offset. As we said earlier, edx contains the value of (argc - 1). If argc == 1, we jump to [$L818 + 0] which is $L806. If argc == 2, we jump to [$L818 + 4], which is $L807. Get the picture? A quick look at labels $L806, $L807, $L808, and $L809 shows us exactly what we expect to see: the bodies of the case statements from the original C code, above. Each one of the case statements calls the function "MyFunction", then breaks, and then jumps to the end of the switch block.
Ternary Operator ?:
Again, the best way to learn is by doing. Therefore we will go through a mini example to explain the ternary operator. Consider the following C code program: int main(int argc, char **argv) { return (argc > 1)?(5):(0); } cl.exe produces the following assembly listing file: _argc$ _argv$ _main ; File ; Line = 8 = 12 ; size = 4 ; size = 4
PROC NEAR c:\documents and settings\andrew\desktop\test2.c 2 push ebp mov ebp, esp ; Line 3
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cmp DWORD PTR _argc$[ebp], 1 setle al dec eax and eax, 5 ; Line 4 pop ebp ret 0 _main ENDP Line 2 sets up a stack frame, and line 4 is a standard exit sequence. There are no local variables. It is clear that Line 3 is where we want to look. The instruction "xor eax, eax" simply sets eax to 0. For more information on that line, see the chapter on unintuitive instructions. The cmp instruction tests the condition of the ternary operator. The setle function is one of a set of x86 functions that works like a conditional move: al gets the value 1 if argc <= 1. Isn't that the exact opposite of what we wanted? In this case, it is. Let's look at what happens when argc = 0: al gets the value 1. al is decremented (al = 0), and then eax is logically anded with 5. 5 & 0 = 0. When argc == 2 (greater than 1), the setle instruction doesn't do anything, and eax still is zero. eax is then decremented, which means that eax == -1. What is -1? In x86 processors, negative numbers are stored in two's-complement format. For instance, let's look at the following C code: BYTE x; x = -1; At the end of this C code, x will have the value 11111111: all ones! When argc is greater than 1, setle sets al to zero. Decrementing this value sets every bit in eax to a logical 1. Now, when we perform the logical and function we get: ...11111111 &...00000101 -----------...00000101
;101 is 5 in binary
eax gets the value 5. In this case, it's a roundabout method of doing it, but as a reverser, this is the stuff you need to worry about. For reference, here is the GCC assembly output of the same ternary operator from above: _main: pushl movl subl xorl andl call call xorl cmpl setge
%ebp %esp, %ebp $8, %esp %eax, %eax $-16, %esp __alloca ___main %edx, %edx $2, 8(%ebp) %dl
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Notice that GCC produces slightly different code than cl.exe produces. However, the stack frame is set up the same way. Notice also that GCC doesn't give us line numbers, or other hints in the code. The ternary operator line occurs after the instruction "call __main". Let's highlight that section here: xorl cmpl setge leal %edx, %edx $2, 8(%ebp) %dl (%edx,%edx,4), %eax
Again, xor is used to set edx to 0 quickly. Argc is tested against 2 (instead of 1), and dl is set if argc is greater then or equal. If dl gets set to 1, the leal instruction directly thereafter will move the value of 5 into eax (because lea (edx,edx,4) means edx + edx * 4, i.e. edx * 5).
X86 Disassembly/Branch Examples unsigned int CDECL MyFunction(unsigned int param1, unsigned int param2);
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X86 Disassembly/Branch Examples if(ecx doesnt equal 0) goto _Label_1 eax++; goto _Label_2 :_Label_1 eax--; :_Label_2 Since _Label_2 occurs at the end of this structure, we can rename it to something more descriptive, like "End_of_Branch_1", or "Branch_1_End". The first comparison tests ecx against 0, and then jumps on not-equal. We can reverse the conditional, and say that _Label_1 is an else block: if(ecx == 0) ;ecx is param1 here { eax++; } else { eax--; } So we can rename _Label_1 to something else descriptive, such as "Else_1". The rest of the code block, after Branch_1_End (_Label_2) is as follows: mov ecx, [ebp + 12] cmp ecx, 0 jne _Label_3 inc eax : _Label_3 We can see immediately that _Label_3 is the end of this branch structure, so we can immediately call it "Branch_2_End", or something else. Here, we are again comparing ecx to 0, and if it is not equal, we jump to the end of the block. If it is equal to zero, however, we increment eax, and then fall out the bottom of the branch. We can see that there is no else block in this branch structure, so we don't need to invert the condition. We can write an if statement directly: if(ecx == 0) ;ecx is param2 here { eax++; }
86
Example: Convert To C
Write the equivalent C code for this function. Assume all parameters and return values are unsigned values. push ebp mov ebp, esp mov eax, 0 mov ecx, [ebp + 8] cmp ecx, 0 jne _Label_1 inc eax
X86 Disassembly/Branch Examples jne _Label_2 :_Label_1 dec eax : _Label_2 mov ecx, [ebp + 12] cmp ecx, 0 jne _Label_3 inc eax : _Label_3 mov esp, ebp pop ebp ret Starting with the C function prototype from answer 1, and the conditional blocks in answer 2, we can put together a pseudo-code function, without variable declarations, or a return value: unsigned int CDECL MyFunction(unsigned int param1, unsigned int param2) { if(param1 == 0) { eax++; } else { eax--; } if(param2 == 0) { eax++; } } Now, we just need to create a variable to store the value from eax, which we will call "a", and we will declare as a register type: unsigned int CDECL MyFunction(unsigned int param1, unsigned int param2) { register unsigned int a = 0; if(param1 == 0) { a++; } else { a--; } if(param2 == 0) { a++;
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X86 Disassembly/Branch Examples } return a; } Granted, this function isn't a particularly useful function, but at least we know what it does.
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X86 Disassembly/Loops
Loops
To complete repetitive tasks, programmers often implement loops. There are many sorts of loops, but they can all be boiled down to a few similar formats in assembly code. This chapter will discuss loops, how to identify them, and how to "decompile" them back into high-level representations.
Do-While Loops
It seems counterintuitive that this section will consider Do-While loops first, considering that they might be the least used of all the variations in practice. However, there is method to our madness, so read on. Consider the following generic Do-While loop: do { action; } while(condition);
What does this loop do? The loop body simply executes, the condition is tested at the end of the loop, and the loop jumps back to the beginning of the loop if the condition is satisfied. Unlike if statements, Do-While conditions are not reversed. Let us now take a look at the following C code: do { x++; } while(x != 10); Which can be translated into assembly language as such: mov eax, $x beginning:
X86 Disassembly/Loops inc cmp jne mov eax eax, 0x0A ;0x0A = 10 beginning $x, eax
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While Loops
While loops look almost as simple as a Do-While loop, but in reality they aren't as simple at all. Let's examine a generic while-loop: while(x) { //loop body } What does this loop do? First, the loop checks to make sure that x is true. If x is not true, the loop is skipped. The loop body is then executed, followed by another check: is x still true? If x is still true, execution jumps back to the top of the loop, and execution continues. Keep in mind that there needs to be a jump at the bottom of the loop (to get back up to the top), but it makes no sense to jump back to the top, retest the conditional, and then jump back to the bottom of the loop if the conditional is found to be false. The while-loop then, performs the following steps: 1. 2. 3. 4. check the condition. if it is false, go to the end perform the loop body check the condition, if it is true, jump to 2. if the condition is not true, fall-through the end of the loop.
Here is a while-loop in C code: while(x <= 10) { x++; } And here then is that same loop translated into assembly: mov eax, $x cmp eax, 0x0A jg end beginning: inc eax cmp eax, 0x0A jle beginning end: If we were to translate that assembly code back into C, we would get the following code: if(x <= 10) //remember: in If statements, we reverse the condition from the asm { do { x++; } while(x <= 10) }
X86 Disassembly/Loops See why we covered the Do-While loop first? Because the While-loop becomes a Do-While when it gets assembled. So why can't the jump label occur before the test? mov eax, $x beginning: cmp eax, 0x0A jg end inc eax jmp begnning end: mov $x, eax
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For Loops
What is a For-Loop? In essence, it's a While-Loop with an initial state, a condition, and an iterative instruction. For instance, the following generic For-Loop: for(initialization; condition; increment) { action }
gets translated into the following pseudocode while-loop: initialization; while(condition) { action; increment; } Which in turn gets translated into the following Do-While Loop: initialization; if(condition) { do { action; increment;
X86 Disassembly/Loops } while(condition); } Note that often in for() loops you assign an initial constant value in A (for example x = 0), and then compare that value with another constant in B (for example x < 10). Most optimizing compilers will be able to notice that the first time x IS less than 10, and therefore there is no need for the initial if(B) statement. In such cases, the compiler will simply generate the following sequence: initialization; do { action increment; } while(condition); rendering the code indistinguishable from a while() loop.
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Do-Until Loop
A common Do-Until Loop will take the following form: do { //loop body } until(x); which essentially becomes the following Do-While loop: do { //loop body } while(!x);
Until Loop
Like the Do-Until loop, the standard Until-Loop looks like the following: until(x) { //loop body } which (likewise) gets translated to the following While-Loop: while(!x) { //loop body }
X86 Disassembly/Loops
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Do-Forever Loop
A Do-Forever loop is simply an unqualified loop with a condition that is always true. For instance, the following pseudo-code: doforever { //loop body } will become the following while-loop: while(1) { //loop body } Which can actually be reduced to a simple unconditional jump statement: beginning: ;loop body jmp beginning Notice that some non-optimizing compilers will produce nonsensical code for this: mov ax, 1 cmp ax, 1 jne loopend beginning: ;loop body cmp ax, 1 je beginning loopend: Notice that a lot of the comparisons here are not needed since the condition is a constant. Most compilers will optimize cases like this.
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X86 Disassembly/Loop Examples however, whether the integers are signed or unsigned, because the je command is used for both types of values. We can assume one or the other, and for simplicity, we can assume unsigned values (unsigned and signed values, in this function, will actually work the same way). We also know that the return value is a 4-byte integer value, of the same type as is found in the parameter array. Since the function doesnt have a name, we can just call it "MyFunction", and we can call the parameter "array" because it is an array. From this information, we can determine the following prototype in C: unsigned int STDCALL MyFunction(unsigned int *array);
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X86 Disassembly/Loop Examples { a = a + array[b]; b++; } return a; } Or, with a for loop: unsigned int STDCALL MyFunction(unsigned int *array) { register unsigned int b; register unsigned int a = 0; for(b = 0; b != 100; b++) { a = a + array[b]; } return a; } And finally, with a do-while loop: unsigned int STDCALL MyFunction(unsigned int *array) { register unsigned int b = 0; register unsigned int a = 0; do { a = a + array[b]; b++; }while(b != 100); return a; }
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Data Patterns
X86 Disassembly/Variables
Variables
We've already seen some mechanisms to create local storage on the stack. This chapter will talk about some other variables, including global variables, static variables, variables labled "const," "register," and "volatile." It will also consider some general techniques concerning variables, including accessor and setter methods (to borrow from OO terminology). This section may also talk about setting memory breakpoints in a debugger to track memory I/O on a variable.
X86 Disassembly/Variables
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X86 Disassembly/Variables function creates a standard stack frame, and it doesn't create any local variables on the stack. In the interests of being complete, we will take baby-steps here, and work to the conclusion logically. In the code for Line 7, there is a call to _printf with 3 arguments. Printf is a standard libc function, and it therefore can be assumed to be cdecl calling convention. Arguments are pushed, therefore, from right to left. Three arguments are pushed onto the stack before _printf is called: DWORD PTR ?x@?1??MyFunction@@9@9 DWORD PTR _a$[ebp] OFFSET FLAT:$SG797 The second one, _a$[ebp] is partially defined in this assembly instruction: _a$ = 8 And therefore _a$[ebp] is the variable located at offset +8 from ebp, or the first argument to the function. OFFSET FLAT:$SG797 likewise is declared in the assembly listing as such: SG797 DB '%d, %d', 0aH, 00H
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If you have your ASCII table handy, you will notice that 0aH = 0x0A = '\n'. OFFSET FLAT:$SG797 then is the format string to our printf statement. Our last option then is the mysterious-looking "?x@?1??MyFunction@@9@9", which is defined in the following assembly code section: _BSS SEGMENT ?x@?1??MyFunction@@9@9 DD 01H DUP (?) _BSS ENDS This shows that the Microsoft C compiler creates static variables in the .bss section. This might not be the same for all compilers, but the lesson is the same: local static variables are created and used in a very similar, if not the exact same, manner as global values. In fact, as far as the reverser is concerned, the two are usually interchangeable. Remember, the only real difference between static variables and global variables is the idea of "scope", which is only used by the compiler.
Floating-Point Values
Floating point values tend to be 32-bit data values (for float) or 64-bit data values (for double). These values are distinguished from ordinary integer-valued variables because they are used with floating-point instructions. Floating point instructions typically start with the letter f. For instance, fadd, fcmp, and similar instructions are used with floating point values. Of particular note are the fload instruction and variants. These instructions take an integer-valued variable and converts it into a floating point variable.
X86 Disassembly/Variables We will discuss floating point variables in more detail in a later chapter.
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Global Variables
Global variables do not have a limited scope like lexical variables do inside a function body. Since the notion of lexical scope implies the use of the system stack, and since global variables are not lexical in nature, they are typically not found on the stack. Global variables tend to exist in the program as a hard-coded memory address, a location which never changes throughout program execution. These could exist in the DATA segment of the executable, or anywhere else that a hard-coded memory address can be used to store data. In C, global variables are defined outside the body of any function. There is no "global" keyword. Any variable which is not defined inside a function is global. In C however, a variable which is not defined inside a function is only global to the particular source code file in which it is defined. For example, we have two files Foo.c and Bar.c, and a global variable MyGlobalVar:
Foo.c Bar.c
In the example above, the variable MyGlobalVar is visible inside the file Foo.c, but is not visible inside the file Bar.c. To make MyGlobalVar visible inside all project files, we need to use the extern keyword, which we will discuss below.
"static" Variables
The C programming language specifies a special keyword "static" to define variables which are lexical to the function (they cannot be referenced from outside the function) but they maintain their values across function calls. Unlike ordinary lexical variables which are created on the stack when the function is entered and are destroyed from the stack when the function returns, static variables are created once and are never destroyed. int MyFunction(void) { static int x; ... } Static variables in C are global variables, except the compiler takes precautions to prevent the variable from being accessed outside of the parent function's scope. Like global variables, static variables are referenced using a hardcoded memory address, not a location on the stack like ordinary variables. However unlike globals, static variables are only used inside a single function. There is no difference between a global variable which is only used in a single function, and a static variable inside that same function. However, it's good programming practice to limit the number of global variables, so when disassembling, you should prefer interpreting these variables as static instead of global.
X86 Disassembly/Variables
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"extern" Variables
The extern keyword is used by a C compiler to indicate that a particular variable is global to the entire project, not just to a single source code file. Besides this distinction, and the slightly larger lexical scope of extern variables, they should be treated like ordinary global variables. In static libraries, variables marked as being extern might be available for use with programs which are linked to the library.
Hard-coded memory One function address, only in one function only Hard-coded memory address, only in one file One source code file only
extern variables
When disassembling, a hard-coded memory address should be considered to be an ordinary global variable unless you can determine from the scope of the variable that it is static or extern.
Constants
Variables qualified with the const keyword (in C) are frequently stored in the .data section of the executable. Constant values can be distinguished because they are initialized at the beginning of the program, and are never modified by the program itself. For this reasons, some compilers may chose to store constant variables (especially strings) in the .text section of the executable, thus allowing the sharing of these variables across multiple instances of the same process. This creates a big problem for the reverser, who now has to decide whether the code he's looking at is part of a constant variable or part of a subroutine.
"Volatile" memory
In C and C++, variables can be declared "volatile," which tells the compiler that the memory location can be accessed from external or concurrent processes, and that the compiler should not perform any optimizations on the variable. For instance, if multiple threads were all accessing and modifying a single global value, it would be bad for the compiler to store that variable in a register sometimes, and flush it to memory infrequently. In general, Volatile memory must be flushed to memory after every calculation, to ensure that the most current version of the data is in memory when other processes come to look for it. It is not always possible to determine from a disassembly listing whether a given variable is a volatile variable. However, if the variable is accessed frequently from memory, and its value is constantly updated in memory (especially if there are free registers available), that's a good hint that the variable might be volatile.
X86 Disassembly/Variables
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0 ebp
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We will then create our function, which I will call "GetValue3()". We know that the data value being accessed is located at [ecx+8], (which we have defined above to be "value3"). Also, we know that the data is being read into a 4-byte register (eax), and is not truncated. We can assume, therefore, that value3 is a 4-byte data value. We can use the this pointer as the pointer value stored in ecx, and we can take the element that is at offset +8 from that pointer (value3): MyClass::GetValue3() { return this->value3; } The this pointer is not necessary here, but i use it anyway to illustrate the fact that the variable was accessed as an offset from the this pointer. Note: Remember, we don't know what the first 8 bytes actually look like in our class, we only have a single accessor method, that only accesses a single data value at offset +8. The class could also have looked like this: class MyClass /*Alternate Definition*/ { byte byte1; byte byte2; short short1; long value2; long value3; ...
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0 ebp
This code looks a little complicated, but don't panic! We will walk through it slowly. The first two lines of code set up the stack frame: push ebp mov ebp, esp The next two lines of code compare the value of [ebp + 8] (which we know to be the first parameter) to zero. If [ebp+8] is zero, the function jumps to the label "error". We see that the label "error" sets eax to 0, and returns. We haven't seen it before, but this looks conspicuously like an if statement. "If the parameter is zero, return zero". If, on the other hand, the parameter is not zero, we move the value into eax, and then move the value into [ecx + 0], which we know as the first data field in MyClass. We also see, from this code, that this first data field must be 4 bytes long (because we are using eax). After we move eax into [ecx + 0], we set eax to 1 and jump to the end of the function. If we use the same MyClass defintion as in question 1, above, we can get the following code for our function, "SetValue1(int val)": int MyClass::SetValue1(int val) { if(val == 0) return 0; this->value1 = val; return 1; } Notice that since we are returning a 0 on failure, and a 1 on success, the function looks like it has a bool return value. However, the return value is 4 bytes wide (eax is used), but the size of a bool is implementation-specific, so we can't be sure. The bool is usually defined to have a size of 1 byte, but it is often stored the same way as an int.
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Arrays
Arrays are simply a storage scheme for multiple data objects of the same type. Data objects are stored sequentially, often as an offset from a pointer to the beginning of the array. Consider the following C code: x = array[25]; Which is identical to the following asm code: mov ebx, $array mov eax, [ebx + 25] mov $x, eax Now, consider the following example: int MyFunction1() { int array[20]; ... This (roughly) translates into the following asm pseudo-code: :_MyFunction1 push ebp mov ebp, esp sub esp, 80 ;the whole array is created on the stack!!! lea $array, [esp + 0] ;a pointer to the array is saved in the array variable ... The entire array is created on the stack, and the pointer to the bottom of the array is stored in the variable "array". An optimizing compiler could ignore the last instruction, and simply refer to the array via a +0 offset from esp (in this example), but we will do things verbosely. Likewise, consider the following example: void MyFunction2() { char buffer[4]; ... This will translate into the following asm pseudo-code: :_MyFunction2 push ebp mov ebp, esp sub esp, 4
X86 Disassembly/Data Structures lea $buffer, [esp + 0] ... Which looks harmless enough. But, what if a program inadvertantly accesses buffer[4]? what about buffer[5]? what about buffer[8]? This is the makings of a buffer overflow vulnerability, and (might) will be discussed in a later section. However, this section won't talk about security issues, and instead will focus only on data structures.
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This pattern can be used to distinguish between accesses to arrays and accesses to structure data members.
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Structures
All C programmers are going to be familiar with the following syntax: struct MyStruct { int FirstVar; double SecondVar; unsigned short int ThirdVar; } It's called a structure (Pascal programmers may know a similar concept as a "record"). Structures may be very big or very small, and they may contain all sorts of different data. Structures may look very similar to arrays in memory, but a few key points need to be remembered: structures do not need to contain data fields of all the same type, structure fields are often 4-byte aligned (not sequential), and each element in a structure has its own offset. It therefore makes no sense to reference a structure element by a variable offset from the base. Take a look at the following structure definition: struct MyStruct2 { long value1; short value2; long value3; } Assuming the pointer to the base of this structure is loaded into ebx, we can access these members in one of two schemes:
;data is 32-bit aligned [ebx + 0] ;value1 [ebx + 4] ;value2 [ebx + 8] ;value3 ;data is "packed" [ebx + 0] ;value1 [ebx + 4] ;value2 [ebx + 6] ;value3
The first arrangement is the most common, but it clearly leaves open an entire memory word (2 bytes) at offset +6, which is not used at all. Compilers occasionally allow the programmer to manually specify the offset of each data member, but this isn't always the case. The second example also has the benefit that the reverser can easily identify that each data member in the structure is a different size. Consider now the following function: :_MyFunction push ebp mov ebp, esp lea ecx, SS:[ebp + 8] mov [ecx + 0], 0x0000000A mov [ecx + 4], ecx mov [ecx + 8], 0x0000000A mov esp, ebp pop ebp The function clearly takes a pointer to a data structure as its first argument. Also, each data member is the same size (4 bytes), so how can we tell if this is an array or a structure? To answer that question, we need to remember one
X86 Disassembly/Data Structures important distinction between structures and arrays: the elements in an array are all of the same type, the elements in a structure do not need to be the same type. Given that rule, it is clear that one of the elements in this structure is a pointer (it points to the base of the structure itself!) and the other two fields are loaded with the hex value 0x0A (10 in decimal), which is certainly not a valid pointer on any system I have ever used. We can then partially recreate the structure and the function code below: struct MyStruct3 { long value1; void *value2; long value3; } void MyFunction2(struct MyStruct3 *ptr) { ptr->value1 = 10; ptr->value2 = ptr; ptr->value3 = 10; } As a quick aside note, notice that this function doesn't load anything into eax, and therefore it doesn't return a value.
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Advanced Structures
Lets say we have the following situation in a function: :MyFunction1 push ebp mov ebp, esp mov esi, [ebp + 8] lea ecx, SS:[esi + 8] ... what is happening here? First, esi is loaded with the value of the function's first parameter (ebp + 8). Then, ecx is loaded with a pointer to the offset +8 from esi. It looks like we have 2 pointers accessing the same data structure! The function in question could easily be one of the following 2 prototypes: struct MyStruct1 { DWORD value1; DWORD value2; struct MySubStruct1 { ... struct MyStruct2 { DWORD value1; DWORD value2; DWORD array[LENGTH]; ...
X86 Disassembly/Data Structures one pointer offset from another pointer in a structure often means a complex data structure. There are far too many combinations of structures and arrays, however, so this wikibook will not spend too much time on this subject.
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Each node in a linked list or a binary tree contains some amount of data, and a pointer (or pointers) to other nodes. Consider the following asm code example: loop_top: cmp [ebp + 0], 10 je loop_end mov ebp, [ebp + 4] jmp loop_top loop_end: At each loop iteration, a data value at [ebp + 0] is compared with the value 10. If the two are equal, the loop is ended. If the two are not equal, however, the pointer in ebp is updated with a pointer at an offset from ebp, and the loop is continued. This is a classic linked-loop search technique. This is analagous to the following C code:
X86 Disassembly/Data Structures struct node { int data; struct node *next; }; struct node *x; ... while(x->data != 10) { x = x->next; } Binary trees are the same, except two different pointers will be used (the right and left branch pointers).
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Object-Oriented Programming
Object-Oriented (OO) programming provides for us a new unit of program structure to contend with: the Object. This chapter will look at disassembled classes from C++. This chapter will not deal directly with COM, but it will work to set a lot of the groundwork for future discussions in reversing COM components (Windows users only).
Classes
A basic class that has not inherited anything can be broken into two parts, the variables and the methods. The non-static variables are shoved into a simple data structure while the methods are compiled and called like every other function. When you start adding in inheritance and polymorphism, things get a little more complicated. For the purposes of simplicity, the structure of an object will be described in terms of having no inheritance. At the end, however, inheritance and polymorphism will be covered.
Variables
All static variables defined in a class resides in the static region of memory for the entire duration of the application. Every other variable defined in the class is placed into a data structure known as an object. Typically when the constructor is called, the variables are placed into the object in sequential order, see Figure 1.
A:
X86 Disassembly/Objects and Classes 0x00200000 0x00200004 0x00200008 dd dd dd 1 2 3 ;int a ;int b ;int c
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Figure 1: An example of what an object looks like in memory Figure 1.A: The definition for the class "ABC123." This class has three integers, a, b, and c. The constructor sets 'a' to equal 1, 'b' to equal 2, and 'c' to equal 3. Figure 1.B: How the object ABC123 might be placed in memory, ordering the variables from the class sequentially. At memory address 0x00200000 there is a double word integer (32 bits) with a value of 1, representing the variable 'a'. Memory address 0x00200004 has a double word integer with the value of 2, representing the variable 'b'. And at memory address 0x00200008 there is a double word integer with a value of 3, representing the variable 'c'.
However, the compiler typically needs the variables to be separated into sizes that are multiples of a word (2 bytes) in order to locate them. Not all variables fit this requirement, namely char arrays; some unused bits might be used pad the variables so they meet this size requirement. This is illustrated in Figure 2.
A:
Figure 2: An example of an object having a padded variable Figure 2.A: A new definition for the class "ABC123." This class has one 32 bit integer, a. One 3 byte char array, b. And one 64 bit double, c. The constrictor sets 'a' to 1, 'b' to "02", and 'c' to 3. Figure 2.B Shows how ABC123 might be stored in memory. The first double word in the object is the variable 'a' at location 0x00200000 with a value of 1. Variable 'b' starts at the memory location 0x00200004. It's three bytes containing three chars, '0','2', and the null value. The next available address, 0x00200007, is unused since it's not a multiple of a word. The last variable 'c', starts at 0x00200008 and it two double words (64 bits). It contains the value 3.
In order for the application to access one of these object variables, an object pointer needs to be offset to find the desired variable. The offset of every variable is known by the compiler and written into the object code wherever it's needed. Figure 3 shows how to offset a pointer to retrieve variables.
;abc123 = pointer to object mov mov eax, [abc123] ebx, [abc123+4] ;eax = &a ;ebx = &b ;offset = abc123+0*word_size ;offset = abc123+2*word_size = abc123 = abc123+4
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Figure 3: This shows how to offset a pointer to retrieve variables. The first line places the address of variable 'a' into eax. The second line places the address of variable 'b' into ebx. And the last line places the variable 'c' into ecx.
Methods
At a low level, there is almost no difference between a function and a method. When decompiling, it can sometimes be hard to tell a difference between the two. They both reside in the text memory space, and both are called the same way. An example of how a method is called can be seen in Figure 4.
A:
3 2 1 [ebp-4] 0x00434125
Figure 4: A method call. Figure 4.A: A method call in the C++ syntax. abc123 is a pointer to an object that has a method, foo(). foo() is taking three integer arguments, 1, 2, and 3. Figure 4.B The same method call in x86 assembly. It takes four arguments, the address of the object and three integers. The pointer to the object is at ebp-4 and the method is at address 0x00434125.
A notable characteristic in a method call is the address of the object being passed in as an argument. This, however, is not a always a good indicator. Figure 5 shows function with the first argument being an object passed in by reference. The result is function that looks identical to a method call.
A:
3 2 1 [ebp+4] 0x00498372
Figure 5: A function call. Figure 5.A: A function call in the C++ syntax. foo() is taking four arguments, one pointer and three integer arguments. Figure 5.B: The same function call in x86 assembly. It takes four arguments, the address of the object and three integers. The pointer to the object is at ebp-4 and the method is at address 0x00498372.
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The abstract class A acts as a blueprint for the compiler, defining an expected structure for any class that inherits it. Every variable defined in class A and every virtual method defined in A will have the exact same offset for any of its children. Figure 7 declares a possible inheritance scheme as well as it structure in memory. Notice how the offset to C::one is the same as D::one, and the offset to C's copy of A::a is the same as D's copy. In this, our polymorphic loop can just iterate through the array of pointers and know exactly where to find each method.
A:
class A{ public: int a; virtual void one() = 0; }; class B{ public: int b; int c; virtual void two() = 0; }; class C: public A{ public: int d; void one(); }; class D: public A, public B{ public: int e; void one(); void two(); };
B:
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Figure 7: A polymorphic inheritance scheme. Figure 7.A defines the inheritance scheme. It shows that class C inherits class A, and class D inherits class A and class B. Figure 7.B shows how the inheritance scheme might be structured in memory. Class C's object has everything that was declared in class A in the first two double words. The remainder of the object was defined by class C. Class D's object also has everything that was declared in class A in the first two double words. Then the next three double words is everything declared in class B. And the last double word is the variable defined by class D.
Calling Conventions
With the addition of the floating-point stack, there is an entirely new dimension for passing parameters and returning values. We will examine our calling conventions here, and see how they are affected by the presence of floating-point numbers. These are the functions that we will be assembling, using both GCC, and cl.exe: __cdecl double MyFunction1(double x, double y, float z) { return (x + 1.0) * (y + 2.0) * (z + 3.0); } __fastcall double MyFunction2(double x, double y, float z) { return (x + 1.0) * (y + 2.0) * (z + 3.0); }
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CDECL
Here is the cl.exe assembly listing for MyFunction1: PUBLIC _MyFunction1 PUBLIC __real@3ff0000000000000 PUBLIC __real@4000000000000000 PUBLIC __real@4008000000000000 EXTRN __fltused:NEAR ; COMDAT __real@3ff0000000000000 CONST SEGMENT __real@3ff0000000000000 DQ 03ff0000000000000r CONST ENDS ; COMDAT __real@4000000000000000 CONST SEGMENT __real@4000000000000000 DQ 04000000000000000r CONST ENDS ; COMDAT __real@4008000000000000 CONST SEGMENT __real@4008000000000000 DQ 04008000000000000r CONST ENDS _TEXT SEGMENT _x$ = 8 ; _y$ = 16 ; size _z$ = 24 ; size _MyFunction1 PROC NEAR ; Line 2 push ebp mov ebp, esp ; Line 3 fld QWORD PTR _x$[ebp] fadd QWORD PTR __real@3ff0000000000000 fld QWORD PTR _y$[ebp] fadd QWORD PTR __real@4000000000000000 fmulp ST(1), ST(0) fld DWORD PTR _z$[ebp] fadd QWORD PTR __real@4008000000000000 fmulp ST(1), ST(0) ; Line 4 pop ebp ret 0 _MyFunction1 ENDP _TEXT ENDS
; 1
; 2
; 3
size = 8 = 8 = 4
X86 Disassembly/Floating Point Numbers Our first question is this: are the parameters passed on the stack, or on the floating-point register stack, or some place different entirely? Key to this question, and to this function is a knowledge of what fld and fstp do. fld (Floating-point Load) pushes a floating point value onto the FPU stack, while fstp (Floating-Point Store and Pop) moves a floating point value from ST0 to the specified location, and then pops the value from ST0 off the stack entirely. Remember that double values in cl.exe are treated as 8-byte storage locations (QWORD), while floats are only stored as 4-byte quantities (DWORD). It is also important to remember that floating point numbers are not stored in a human-readable form in memory, even if the reader has a solid knowledge of binary. Remember, these aren't integers. Unfortunately, the exact format of floating point numbers is well beyond the scope of this chapter. x is offset +8, y is offset +16, and z is offset +24 from ebp. Therefore, z is pushed first, x is pushed last, and the parameters are passed right-to-left on the regular stack not the floating point stack. To understand how a value is returned however, we need to understand what fmulp does. fmulp is the "Floating-Point Multiply and Pop" instruction. It performs the instructions: ST1 := ST1 * ST0 FPU POP ST0 This multiplies ST(1) and ST(0) and stores the result in ST(1). Then, ST(0) is marked empty and stack pointer is incremented. Thus, contents of ST(1) are on the top of the stack. So the top 2 values are multiplied together, and the result is stored on the top of the stack. Therefore, in our instruction above, "fmulp ST(1), ST(0)", which is also the last instruction of the function, we can see that the last result is stored in ST0. Therefore, floating point parameters are passed on the regular stack, but floating point results are passed on the FPU stack. One final note is that MyFunction2 cleans its own stack, as referenced by the ret 20 command at the end of the listing. Because none of the parameters were passed in registers, this function appears to be exactly what we would expect an STDCALL function would look like: parameters passed on the stack from right-to-left, and the function cleans its own stack. We will see below that this is actually a correct assumption. For comparison, here is the GCC listing: LC1: .long .long .align 8 LC2: .long 0 .long 1074266112 .globl _MyFunction1 .def _MyFunction1; _MyFunction1: pushl %ebp movl %esp, %ebp subl $16, %esp fldl 8(%ebp) fstpl -8(%ebp) fldl 16(%ebp) fstpl -16(%ebp) fldl -8(%ebp) fld1 faddp %st, %st(1) fldl -16(%ebp) 0 1073741824
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.scl
2;
.type
32;
.endef
X86 Disassembly/Floating Point Numbers fldl faddp fmulp flds fldl faddp fmulp leave ret .align 8 LC1 %st, %st(1) %st, %st(1) 24(%ebp) LC2 %st, %st(1) %st, %st(1)
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This is a very difficult listing, so we will step through it (albeit quickly). 16 bytes of extra space is allocated on the stack. Then, using a combination of fldl and fstpl instructions, the first 2 parameters are moved from offsets +8 and +16, to offsets -8 and -16 from ebp. Seems like a waste of time, but remember, optimizations are off. fld1 loads the floating point value 1.0 onto the FPU stack. faddp then adds the top of the stack (1.0), to the value in ST1 ([ebp - 8], originally [ebp + 8]).
FASTCALL
Here is the cl.exe listing for MyFunction2: PUBLIC @MyFunction2@20 PUBLIC __real@3ff0000000000000 PUBLIC __real@4000000000000000 PUBLIC __real@4008000000000000 EXTRN __fltused:NEAR ; COMDAT __real@3ff0000000000000 CONST SEGMENT __real@3ff0000000000000 DQ 03ff0000000000000r CONST ENDS ; COMDAT __real@4000000000000000 CONST SEGMENT __real@4000000000000000 DQ 04000000000000000r CONST ENDS ; COMDAT __real@4008000000000000 CONST SEGMENT __real@4008000000000000 DQ 04008000000000000r CONST ENDS _TEXT SEGMENT _x$ = 8 ; _y$ = 16 ; size _z$ = 24 ; size @MyFunction2@20 PROC NEAR ; Line 7 push ebp mov ebp, esp ; Line 8 fld QWORD PTR _x$[ebp] fadd QWORD PTR __real@3ff0000000000000
; 1
; 2
; 3
size = 8 = 8 = 4
X86 Disassembly/Floating Point Numbers fld QWORD PTR _y$[ebp] fadd QWORD PTR __real@4000000000000000 fmulp ST(1), ST(0) fld DWORD PTR _z$[ebp] fadd QWORD PTR __real@4008000000000000 fmulp ST(1), ST(0) ; Line 9 pop ebp ret 20 ; 00000014H @MyFunction2@20 ENDP _TEXT ENDS We can see that this function is taking 20 bytes worth of parameters, because of the @20 decoration at the end of the function name. This makes sense, because the function is taking two double parameters (8 bytes each), and one float parameter (4 bytes each). This is a grand total of 20 bytes. We can notice at a first glance, without having to actually analyze or understand any of the code, that there is only one register being accessed here: ebp. This seems strange, considering that FASTCALL passes its regular 32-bit arguments in registers. However, that is not the case here: all the floating-point parameters (even z, which is a 32-bit float) are passed on the stack. We know this, because by looking at the code, there is no other place where the parameters could be coming from. Notice also that fmulp is the last instruction performed again, as it was in the CDECL example. We can infer then, without investigating too deeply, that the result is passed at the top of the floating-point stack. Notice also that x (offset [ebp + 8]), y (offset [ebp + 16]) and z (offset [ebp + 24]) are pushed in reverse order: z is first, x is last. This means that floating point parameters are passed in right-to-left order, on the stack. This is exactly the same as CDECL code, although only because we are using floating-point values. Here is the GCC assembly listing for MyFunction2:
.align 8 LC5: .long .long .align 8 LC6: .long .long .def @MyFunction2@20: pushl movl subl fldl fstpl fldl fstpl fldl fld1 faddp fldl %st, %st(1) -16(%ebp) %ebp %esp, %ebp $16, %esp 8(%ebp) -8(%ebp) 16(%ebp) -16(%ebp) -8(%ebp) 0 1074266112 @MyFunction2@20; .scl 2; .type 32; .endef 0 1073741824
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.globl @MyFunction2@20
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This is a tricky piece of code, but luckily we don't need to read it very close to find what we are looking for. First off, notice that no other registers are accessed besides ebp. Again, GCC passes all floating point values (even the 32-bit float, z) on the stack. Also, the floating point result value is passed on the top of the floating point stack. We can see again that GCC is doing something strange at the beginning, taking the values on the stack from [ebp + 8] and [ebp + 16], and moving them to locations [ebp - 8] and [ebp - 16], respectively. Immediately after being moved, these values are loaded onto the floating point stack and arithmetic is performed. z isn't loaded till later, and isn't ever moved to [ebp - 24], despite the pattern. LC5 and LC6 are constant values, that most likely represent floating point values (because the numbers themselves, 1073741824 and 1074266112 don't make any sense in the context of our example functions. Notice though that both LC5 and LC6 contain two .long data items, for a total of 8 bytes of storage? They are therefore most definitely double values.
STDCALL
Here is the cl.exe listing for MyFunction3: PUBLIC _MyFunction3@20 PUBLIC __real@3ff0000000000000 PUBLIC __real@4000000000000000 PUBLIC __real@4008000000000000 EXTRN __fltused:NEAR ; COMDAT __real@3ff0000000000000 CONST SEGMENT __real@3ff0000000000000 DQ 03ff0000000000000r ; 1 CONST ENDS ; COMDAT __real@4000000000000000 CONST SEGMENT __real@4000000000000000 DQ 04000000000000000r ; 2 CONST ENDS ; COMDAT __real@4008000000000000 CONST SEGMENT __real@4008000000000000 DQ 04008000000000000r ; 3 CONST ENDS _TEXT SEGMENT _x$ = 8 ; size = 8 _y$ = 16 ; size = 8 _z$ = 24 ; size = 4 _MyFunction3@20 PROC NEAR ; Line 12
X86 Disassembly/Floating Point Numbers push ebp mov ebp, esp ; Line 13 fld QWORD PTR _x$[ebp] fadd QWORD PTR __real@3ff0000000000000 fld QWORD PTR _y$[ebp] fadd QWORD PTR __real@4000000000000000 fmulp ST(1), ST(0) fld DWORD PTR _z$[ebp] fadd QWORD PTR __real@4008000000000000 fmulp ST(1), ST(0) ; Line 14 pop ebp ret 20 ; 00000014H _MyFunction3@20 ENDP _TEXT ENDS END x is the highest on the stack, and z is the lowest, therefore these parameters are passed from right-to-left. We can tell this because x has the smallest offset (offset [ebp + 8]), while z has the largest offset (offset [ebp + 24]). We see also from the final fmulp instruction that the return value is passed on the FPU stack. This function also cleans the stack itself, as noticed by the call 'ret 20. It is cleaning exactly 20 bytes off the stack which is, incidentally, the total amount that we passed to begin with. We can also notice that the implementation of this function looks exactly like the FASTCALL version of this function. This is true because FASTCALL only passes DWORD-sized parameters in registers, and floating point numbers do not qualify. This means that our assumption above was correct. Here is the GCC listing for MyFunction3:
.align 8 LC9: .long .long .align 8 LC10: .long .long .def @MyFunction3@20: pushl movl subl fldl fstpl fldl fstpl fldl fld1 faddp %st, %st(1) %ebp %esp, %ebp $16, %esp 8(%ebp) -8(%ebp) 16(%ebp) -16(%ebp) -8(%ebp) 0 1074266112 @MyFunction3@20; .scl 2; .type 32; .endef 0 1073741824
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.globl @MyFunction3@20
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Here we can also see, after all the opening nonsense, that [ebp - 8] (originally [ebp + 8]) is value x, and that [ebp 24] (originally [ebp - 24]) is value z. These parameters are therefore passed right-to-left. Also, we can deduce from the final fmulp instruction that the result is passed in ST0. Again, the STDCALL function cleans its own stack, as we would expect.
Conclusions
Floating point values are passed as parameters on the stack, and are passed on the FPU stack as results. Floating point values do not get put into the general-purpose integer registers (eax, ebx, etc...), so FASTCALL functions that only have floating point parameters collapse into STDCALL functions instead. double values are 8-bytes wide, and therefore will take up 8-bytes on the stack. float values however, are only 4-bytes wide.
.globl @MyFunction2@20
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For this, we don't even need a floating-point number calculator, although you are free to use one if you wish (and if you can find a good one). LC5 is added to [ebp - 16], which we know to be y, and LC6 is added to [ebp - 24], which we know to be z. Therefore, LC5 is the number "2.0", and LC6 is the number "3.0". Notice that the fld1 instruction automatically loads the top of the floating-point stack with the constant value "1.0".
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Difficulties
X86 Disassembly/Code Optimization
Code Optimization
An optimizing compiler is perhaps one of the most complicated, most powerful, and most interesting programs in existence. This chapter will talk about optimizations, although this chapter will not include a table of common optimizations.
Stages of Optimizations
There are two times when a compiler can perform optimizations: first, in the intermediate representation, and second, during the code generation.
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X86 Disassembly/Code Optimization What about the instruction: mov eax, 0 The mov instruction is relatively quick, but a faster part of the processor is the arithmetic unit. Therefore, it makes more sense to use the following instruction: xor eax, eax because xor operates in very few processor cycles (and saves a byte or two at the same time), and is therefore faster than a "mov eax, 0". The only drawback of a xor instruction is that it changes the processor flags, so it cannot be used between a comparison instruction and the corresponding conditional jump.
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Loop Unwinding
When a loop needs to run for a small, but definite number of iterations, it is often better to unwind the loop in order to reduce the number of jump instructions performed, and in many cases prevent the processor's branch predictor from failing. Consider the following C loop, which calls the function MyFunction() 5 times: for(x = 0; x < 5; x++) { MyFunction(); } Converting to assembly, we see that this becomes, roughly: mov eax, 0 loop_top: cmp eax, 5 jge loop_end call _MyFunction inc eax jmp loop_top Each loop iteration requires the following operations to be performed: 1. Compare the value in eax (the variable "x") to 5, and jump to the end if greater then or equal 2. Increment eax 3. Jump back to the top of the loop. Notice that we remove all these instructions if we manually repeat our call to MyFunction(): call call call call call _MyFunction _MyFunction _MyFunction _MyFunction _MyFunction
This new version not only takes up less disk space because it uses fewer instructions, but also runs faster because fewer instructions are executed. This process is called Loop Unwinding.
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Inline Functions
The C and C++ languages allow the definition of an inline type of function. Inline functions are functions which are treated similarly to macros. During compilation, calls to an inline function are replaced with the body of that function, instead of performing a call instruction. In addition to using the inline keyword to declare an inline function, optimizing compilers may decide to make other functions inline as well. Function inlining works similarly to loop unwinding for increasing code performance. A non-inline function requires a call instruction, several instructions to create a stack frame, and then several more instructions to destroy the stack frame and return from the function. By copying the body of the function instead of making a call, the size of the machine code increases, but the execution time decreases. It is not necessarily possible to determine whether identical portions of code were created originally as macros, inline functions, or were simply copy and pasted. However, when disassembling it can make your work easier to separate these blocks out into separate inline functions, to help keep the code straight.
X86 Disassembly/Optimization Examples ; Line 2 push ebp mov ebp, esp sub esp, 8 $L477: ; Line 4 mov eax, 1 test eax, eax je SHORT $L473 ; Line 6 mov eax, DWORD PTR _m$[ebp] cdq idiv DWORD PTR _n$[ebp] mov DWORD PTR _q$[ebp], eax ; Line 7 mov eax, DWORD PTR _m$[ebp] cdq idiv DWORD PTR _n$[ebp] mov DWORD PTR _r$[ebp], edx ; Line 8 cmp DWORD PTR _r$[ebp], 0 jne SHORT $L479 ; Line 10 mov eax, DWORD PTR _n$[ebp] jmp SHORT $L473 $L479: ; Line 12 mov ecx, DWORD PTR _n$[ebp] mov DWORD PTR _m$[ebp], ecx ; Line 13 mov edx, DWORD PTR _r$[ebp] mov DWORD PTR _n$[ebp], edx ; Line 14 jmp SHORT $L477 $L473: ; Line 15 mov esp, ebp pop ebp ret 0 _EuclidsGCD ENDP _TEXT ENDS END Notice how there is a very clear correspondence between the lines of C code, and the lines of the ASM code. the addition of the "; line x" directives is very helpful in that respect. Next, we compile the same function using a series of optimizations to stress speed over size: cl.exe /Tceuclids.c /Fa /Ogt2
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X86 Disassembly/Optimization Examples and we produce the following listing: PUBLIC _EuclidsGCD _TEXT SEGMENT _m$ = 8 ; size = 4 _n$ = 12 ; size = 4 _EuclidsGCD PROC NEAR ; Line 7 mov eax, DWORD PTR _m$[esp-4] push esi mov esi, DWORD PTR _n$[esp] cdq idiv esi mov ecx, edx ; Line 8 test ecx, ecx je SHORT $L563 $L547: ; Line 12 mov eax, esi cdq idiv ecx ; Line 13 mov esi, ecx mov ecx, edx test ecx, ecx jne SHORT $L547 $L563: ; Line 10 mov eax, esi pop esi ; Line 15 ret 0 _EuclidsGCD ENDP _TEXT ENDS END As you can see, the optimized version is significantly shorter then the non-optimized version. Some of the key differences include: The optimized version does not prepare a standard stack frame. This is important to note, because many times new reversers assume that functions always start and end with proper stack frames, and this is clearly not the case. EBP isnt being used, ESP isnt being altered (because the local variables are kept in registers, and not put on the stack), and no subfunctions are called. 5 instructions are cut by this. The "test EAX, EAX" series of instructions in the non-optimized output, under ";line 4" is all unnecessary. The while-loop is defined by "while(1)" and therefore the loop always continues. this extra code is safely cut out. Notice also that there is no unconditional jump in the loop like would be expected: the "if(r == 0) return n;" instruction has become the new loop condition.
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X86 Disassembly/Optimization Examples The structure of the function is altered greatly: the division of m and n to produce q and r is performed in this function twice: once at the beginning of the function to initialize, and once at the end of the loop. Also, the value of r is tested twice, in the same places. The compiler is very liberal with how it assigns storage in the function, and readily discards values that are not needed.
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The code in this line is the code generated for the "while( 1 )" C code, to be exact, it represents the loop break condition. Because this is an infinite loop, we can assume that these lines are unnecessary. "mov eax, 1" initializes eax. the test immediately afterwards tests the value of eax to ensure that it is nonzero. because eax will always be nonzero (eax = 1) at this point, the conditional jump can be removed along whith the "mov" and the "test". The assembly is actually checking whether 1 equals 1. Another fact is, that the C code for an infinite FOR loop: for( ; ; ) { ... } would not create such a meaningless assembly code to begin with, and is logically the same as "while( 1 )".
X86 Disassembly/Optimization Examples PUBLIC _EuclidsGCD _TEXT SEGMENT _m$ = 8 ; size = 4 _n$ = 12 ; size = 4 _EuclidsGCD PROC NEAR ; Line 7 mov eax, DWORD PTR _m$[esp-4] push esi mov esi, DWORD PTR _n$[esp] cdq idiv esi mov ecx, edx ; Line 8 test ecx, ecx je SHORT $L563 $L547: ; Line 12 mov eax, esi cdq idiv ecx ; Line 13 mov esi, ecx mov ecx, edx test ecx, ecx jne SHORT $L547 $L563: ; Line 10 mov eax, esi pop esi ; Line 15 ret 0 _EuclidsGCD ENDP _TEXT ENDS END At the beginning of the function, eax contains m, and esi contains n. When the instruction "idiv esi" is executed, eax contains the quotient (q), and edx contains the remainder (r). The instruction "mov ecx, edx" moves r into ecx, while q is not used for the rest of the loop, and is therefore discarded.
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X86 Disassembly/Optimization Examples do { m = n; r = m % r; n = r; }while(r != 0) } return n; } It is up to the reader to compile this new "optimized" C code, and determine if there is any performance increase. Try compiling this new code without optimizations first, and then with optimizations. Compare the new assembly listings to the previous ones.
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This piece of code is known as a Duff's device or "Duff's machine". It is used to partially unwind a loop for efficiency. Notice the strange way that the while() is nested inside the switch statement? Two arrays of integers are passed to the function, and at each iteration of the while loop, 6 consecutive elements are copied from arrayB to arrayA. The switch statement, since it is outside the while loop, only occurs at the beginning of the function. The modulo is taken of the variable cnt with respect to 6. If cnt is not evenly divisible by 6, then the modulo statement is going to start the loop off somewhere in the middle of the rotation, thus preventing the loop from causing a buffer overflow without having to test the current count after each iteration. Duff's Device is considered one of the more efficient general-purpose methods for copying strings, arrays, or data streams.
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Interleaving
Optimizing Compilers will engage in a process called interleaving to try and maximize parallelism in pipelined processors. This technique is based on two premises: 1. That certain instructions can be executed out of order and still maintain the correct output 2. That processors can perform certain pairs of tasks simultaneously.
X86 Disassembly/Code Obfuscation So for instance, the processor can simultaneously perform 2 integer arithmetic instructions in both Port0 and Port1, so a compiler will frequently go to great lengths to put arithmetic instructions close to each other. If the timing is just right, up to 4 arithmetic instructions can be executed in a single instruction period. Notice however that writing to memory is particularly slow (requiring the address to be sent by Port3, and the data itself to be written by Port0). Floating point numbers need to be loaded to the FPU before they can be operated on, so a floating point load and a floating point arithmetic instruction cannot operate on a single value in a single instruction cycle. Therefore, it is not uncommon to see floating point values loaded, integer values be manipulated, and then the floating point value be operated on.
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Non-Intuitive Instructions
Optimizing compilers frequently will use instructions that are not intuitive. Some instructions can perform tasks for which they were not designed, typically as a helpful side effect. Sometimes, one instruction can perform a task more quickly than other specialized instructions can. The only way to know that one instruction is faster than another is to consult the processor documentation. However, knowing some of the most common substitutions is very useful to the reverser. Here are some examples. The code in the first box operates more quickly than the one in the second, but performs exactly the same tasks. Example 1 Fast xor eax, eax Slow mov eax, 0 Example 2 Fast shl eax, 3 Slow mul eax, 8 Sometimes such transformations could be made to make the analysis more difficult: Example 3 Fast push $next_instr jmp $some_function $next_instr:... Slow call $some_function Example 4 Fast pop eax jmp eax
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X86 Disassembly/Code Obfuscation mov al, 31 ; 00011111 shr al, 1 ; 00001111 = 15, not 15.5 xchg xchg exchanges the contents of two registers, or a register and a memory address. A noteworthy point is the fact that xchg operates faster than a move instruction. For this reason, xchg will be used to move a value from a source to a destination, when the value in the source no longer needs to be saved. As an example, consider this code: mov ebx, eax mov eax, 0 Here, the value in eax is stored in ebx, and then eax is loaded with the value zero. We can perform the same operation, but using xchg and xor instead: xchg eax, ebx xor eax, eax It may surprise you to learn that the second code example operates significantly faster than the first one does.
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Obfuscators
There are a number of tools on the market that will automate the process of code obfuscation. These products will use a number of transformations to turn a code snippet into a less-readable form, although it will not affect the program flow itself (although the transformations may increase code size or execution time).
Code Transformations
Code transformations are a way of reordering code so that it performs exactly the same task but becomes more difficult to trace and disassemble. We can best demonstrate this technique by example. Let's say that we have 2 functions, FunctionA and FunctionB. Both of these two functions are comprised of 3 separate parts, which are performed in order. We can break this down as such: FunctionA() { FuncAPart1(); FuncAPart2(); FuncAPart3(); } FunctionB() { FuncBPart1(); FuncBPart2(); FuncBPart3(); }
And we have our main program, that executes the two functions: main() {
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Now, we can rearrange these snippets to a form that is much more complicated (in assembly): main: FBP3: FBP1: FAP2: FBP2: FAP1: FAP3: end: As you can see, this is much harder to read, although it perfectly preserves the program flow of the original code. This code is much harder for a human to read, although it isn't hard at all for an automated debugging tool (such as IDA Pro) to read. jmp FAP1 call FuncBPart3 jmp end call FuncBPart1 jmp FBP2 call FuncAPart2 jmp FAP3 call FuncBPart2 jmp FBP3 call FuncAPart1 jmp FAP2 call FuncAPart3 jmp FBP1
Opaque Predicates
An Opaque Predicate is a predicate inside the code, that cannot be evaluated during static analysis. This forces the attacker to perform a dynamic analysis to understand the result of the line. Typically this is related to a branch instruction that is used to prevent in static analysis the understanding which code path is taken.
Code Encryption
Code can be encrypted, just like any other type of data, except that code can also work to encrypt and decrypt itself. Encrypted programs cannot be directly disassembled. However, such a program can also not be run directly because the encrypted opcodes cannot be interpreted properly by the CPU. For this reason, an encrypted program must contain some sort of method for decrypting itself prior to operation. The most basic method is to include a small stub program that decrypts the remainder of the executable, and then passes control to the decrypted routines.
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IsDebuggerPresent API
The Win32 API contains a function called "IsDebuggerPresent", which will return a boolean true if the program is being debugged. The following code snippet will detail a general usage of this function: if(IsDebuggerPresent()) { TerminateProcess(GetCurrentProcess(), 1); } Of course, it is easy to spot uses of the IsDebuggerPresent() function in the disassembled code, and a skilled reverser will simply patch the code to remove this line. For OllyDbg, there are many plugins available which hide the debugger from this and many other APIs.
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Timeouts
Debuggers can put break points in the code, and can therefore stop program execution. A program can detect this, by monitoring the system clock. If too much time has elapsed between instructions, it can be determined that the program is being stopped and analyzed (although this is not always the case). If a program is taking too much time, the program can terminate. Notice that on preemptive multithreading systems, such as modern Windows or Linux systems will switch away from your program to run other programs. This is called thread switching. If the system has many threads to run, or if some threads are hogging processor time, your program may detect a long delay and may falsely determine that the program is being debugged.
Detecting SoftICE
SoftICE is a local kernel debugger, and as such, it can't be detected as easily as a user-mode debugger can be. The IsDebuggerPresent API function will not detect the presence of SoftICE. To detect SoftICE, there are a number of techniques that can be used: 1. Search for the SoftICE install directory. If SoftICE is installed, the user is probably a hacker or a reverser. 2. Detect the presence of int 1. SoftICE uses interrupt 1 to debug, so if interrupt 1 is installed, SoftICE is running.
Detecting OllyDbg
OllyDbg is a popular 32-bit usermode debugger. Unfortunately, the last few releases, including the latest version (v1.10) contain a vulnerability in the handling of the Win32 API function OutputDebugString(). [1] A programmer trying to prevent his program from being debugged by OllyDbg could exploit this vulnerability in order to make the debugger crash. The author has never released a fix, however there are unofficial versions and plugins available to protect OllyDbg from being exploited using this vulnerability.
References
[1] http:/ / www. securityfocus. com/ bid/ 10742
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External Resources
External Links
The MASM Project: http://www.masm32.com/ Randall Hyde's Homepage: http://www.cs.ucr.edu/~rhyde/ Borland Turbo Assembler: http://info.borland.com/borlandcpp/cppcomp/tasmfact.html NASM Project Homepage: http://nasm.sourceforge.net/wakka.php?wakka=HomePage FASM Homepage: http://flatassembler.net/ DCC Decompiler: [1] Boomerang Decompiler Project: [2] Microsoft debugging tools main page: http://www.microsoft.com/whdc/devtools/debugging/default.mspx Solaris observation and debugging tools main page: http://www.opensolaris.org/os/community/dtrace/ http://www.opensolaris.org/os/community/mdb/ Free Debugging Tools, Static Source Code Analysis Tools, Bug Trackers [3] Microsoft Developers Network (MSDN): http://msdn.microsoft.com Gareth Williams: http: //gareththegeek.ga.funpic.de/ B. Luevelsmeyer "PE Format Description":http://www.cs.bilkent.edu.tr/~hozgur/PE.TXT PE format description TheirCorp "The Unofficial TypeLib Data Format Specification":http://theircorp.byethost11.com/index. php?vw=TypeLib MSDN Calling Convention page: [4] Dictionary of Algorithms and Data Structures [5] Charles Petzold's Homepage: http://www.charlespetzold.com/
Donald Knuth's Homepage: http://www-cs-faculty.stanford.edu/~knuth/ "THE ISA AND PC/104 BUS" [6] by Mark Sokos 2000 "Practically Reversing CRC" [7] by Bas Westerbaan 2005
X86 Disassembly/Resources "CRC and how to Reverse it" [8] by anarchriz 1999 "Reverse Engineering is a Way of Life" [9] by Matthew Russotto "the Reverse and Reengineering Wiki" [10] F-Secure Khallenge III: 2008 Reverse Engineering competition [11] (is this an annual challenge?) "Breaking Eggs And Making Omelettes: Topics On Multimedia Technology and Reverse Engineering" [12] "Reverse Engineering Stack Exchange" [13]
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Books
Yurichev, Dennis, "An Introduction To Reverse Engineering for Beginners". Online book: http://yurichev.com/ writings/RE_for_beginners-en.pdf Eilam, Eldad. "Reversing: Secrets of Reverse Engineering." 2005. Wiley Publishing Inc. ISBN 0764574817 Hyde, Randall. "The Art of Assembly Language," No Starch, 2003 ISBN 1886411972 Aho, Alfred V. et al. "Compilers: Principles, Techniques and Tools," Addison Wesley, 1986. ISBN: 0321428900 Steven Muchnick, "Advanced Compiler Design & Implementation," Morgan Kaufmann Publishers, 1997. ISBN 1-55860-320-4 Kernighan and Ritchie, "The C Programming Language", 2nd Edition, 1988, Prentice Hall. Petzold, Charles. "Programming Windows, Fifth Edition," Microsoft Press, 1999 Hart, Johnson M. "Win32 System Programming, Second Edition," Addison Wesley, 2001 Gordon, Alan. "COM and COM+ Programming Primer," Prentice Hall, 2000 Nebbett, Gary. "Windows NT/2000 Native API Reference," Macmillan, 2000 Levine, John R. "Linkers and Loaders," Morgan-Kauffman, 2000 Knuth, Donald E. "The Art of Computer Programming," Vol 1, 1997, Addison Wesley. MALWARE: Fighting Malicious Code, by Ed Skoudis; Prentice Hall, 2004 Maximum Linux Security, Second Edition, by Anonymous; Sams, 2001
References
[1] http:/ / www. itee. uq. edu. au/ ~cristina/ dcc. html [2] http:/ / boomerang. sourceforge. net/ [3] http:/ / www. thefreecountry. com/ programming/ debuggers. shtml [4] http:/ / msdn. microsoft. com/ library/ default. asp?url=/ library/ en-us/ vccore98/ html/ _core_calling_conventions_topics. asp [5] http:/ / www. nist. gov/ dads/ [6] http:/ / www. techfest. com/ hardware/ bus/ isa_sokos. htm [7] http:/ / blog. w-nz. com/ archives/ 2005/ 07/ [8] http:/ / www. woodmann. com/ fravia/ crctut1. htm [9] http:/ / speakeasy. org/ ~russotto/ [10] http:/ / www. program-transformation. org/ Transform/ ReengineeringWiki [11] http:/ / www. assembly. org/ summer08/ news/ compos/ f-secure_khallenge3 [12] http:/ / multimedia. cx/ eggs/ category/ reverse-engineering/ [13] http:/ / reverseengineering. stackexchange. com/
X86 Disassembly/Licensing
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X86 Disassembly/Licensing
Licensing
This book is released under the following license:
Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the section entitled "GNU Free Documentation License."
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License
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License
Creative Commons Attribution-Share Alike 3.0 //creativecommons.org/licenses/by-sa/3.0/