Where communities thrive


  • Join over 1.5M+ people
  • Join over 100K+ communities
  • Free without limits
  • Create your own community
People
Repo info
Activity
  • 09:39
    lynnux commented #2262
  • 09:24
    lynnux opened #2262
  • 04:21
    Paliha opened #2261
  • Dec 06 15:31
    realgam3 added as member
  • Dec 06 00:14
    Nukem9 commented #44
  • Dec 06 00:14
    Nukem9 commented #45
  • Dec 06 00:13
    Nukem9 commented #45
  • Dec 05 20:04
    habaniko commented #45
  • Dec 05 20:03
    habaniko commented #45
  • Dec 05 19:30
    mrexodia commented #45
  • Dec 05 19:11
    KOLANICH commented #45
  • Dec 05 19:03
    mrexodia closed #45
  • Dec 05 19:03
    mrexodia commented #45
  • Dec 05 19:02
    SabedMako commented #44
  • Dec 05 19:01
    mrexodia commented #43
  • Dec 05 19:00
    KOLANICH commented #44
  • Dec 05 18:57
    KOLANICH commented #43
  • Dec 05 18:54
    KOLANICH commented #45
  • Dec 05 18:52
    KOLANICH commented #45
  • Dec 05 18:51
    KOLANICH commented #45
x64dbgbot
@x64dbgbot
<levitanious> (by memory i meant heap)
<Antitrack> stackoverflow!
<levitanious> ...hic!*
<Antitrack> prost
<Antitrack> mov ah, al ; shr ax, 4
x64dbgbot
@x64dbgbot
<levitanious> Ohoho, tasty
<levitanious> 👌
x64dbgbot
@x64dbgbot
<levitanious> movabs rax, 0x0123456789abcdef; xor rax, rax
<levitanious> 😂! You wanted to cram it in, right? Let's cram it in all the way!
<levitanious> <highfives>
x64dbgbot
@x64dbgbot
<mrexodia> 😀
x64dbgbot
@x64dbgbot
<Jojo00182> Hi, is this the right place to ask a question?
x64dbgbot
@x64dbgbot
<mrexodia> Yea about x64dbg
x64dbgbot
@x64dbgbot
<Jojo00182> thx, i think i fixed it at least for one exe. When i load steam game into the debugger and let it run it says terminated "debugging stopped" but the game runs
x64dbgbot
@x64dbgbot
<Forlax> x64dbg can be scripted to auto add patches?
Cos there is nothing about that beside debugging stuffs in the documentations https://i.imgur.com/nBb9ndV.png
x64dbgbot
@x64dbgbot
<mrexodia> Put a steam_appid.txt next to the game with the correct appid (re @x64dbg_bot: <Jojo00182> thx, i think i fixed it at least for one exe. When i load steam game into the debugger and let it run it says terminated "debugging stopped" but the game runs)
<Forlax> mrexodia, is this possible with the current engine that x64dbg uses or it's not in there yet. Because I got no clue, I asked around and they sent me here.
<mrexodia> What are you trying to do?
x64dbgbot
@x64dbgbot
<Forlax> well to code a simple script that append some specific instructions in the nullbytes of modules, more of a codecaver
x64dbgbot
@x64dbgbot
<kofteror> Hey, can i add assembly lines in x64dbg?
<Atn> Add ?
<kofteror> Yup..
x64dbgbot
@x64dbgbot
<mrexodia> Some elaboration would be good. What do you mean with “add”? Like append to the executable? (re @kofteror: Hey, can i add assembly lines in x64dbg?)
<mrexodia> Sorry I forgot to answer. Check the “mov” instruction (re @x64dbg_bot: <Forlax> mrexodia, is this possible with the current engine that x64dbg uses or it's not in there yet. Because I got no clue, I asked around and they sent me here.)
<mrexodia> You can mov a byte pattern in a location
<mrexodia> And there is also a command to assemble
x64dbgbot
@x64dbgbot
<levitanious> @kofteror If you talk about inline assembly during debugging -- yes.
<levitanious> Right click on an opcode and then -- assemble. You can find code caves or make your own.
<levitanious> Then you just assemble whatever you want there and then patch to preserve changes.
<mrexodia> Also multimate assembler is a great plugin worth mentioning
x64dbgbot
@x64dbgbot
<billy-jon> there seems to be a bug relating to int3 bps and remapping. bps get to a point where the disassembly view does not show them as present, but the bp window says they are and enabled. when that happens, i cannot delete them, or enable/disable
<billy-jon> it seems like it has something to do with how bps are stored. if i create them after the remapping, im guessing that the debugger doesn't know to store them as relative to a particular module's base address and instead stores absolute addresses
<billy-jon> but if i restart the process and there now IS a module there, even though the literal address is unchanged, things bug out
x64dbgbot
@x64dbgbot
<mrexodia> Remapping?
<mrexodia> Breakpoints are stored as module+rva or if there is no module as an absolute address
x64dbgbot
@x64dbgbot
<billy-jon> sorry, i had been under the impression that you have looked at the blizzard anti debug stuff. they will remap the binary with CreateFile(), memcpy, MapViewOfFile() or some such thing to give SEC_NO_CHANGE to the whole binary. just like what is described here: https://github.com/changeofpace/Self-Remapping-Code
<billy-jon> incidentally it would be awesome if the db files for each program could be plaintext like json or something so i could go and remove those bps manually
<Nukem> they are plaintext/json if compression is disabled
<billy-jon> once the debugger encounters an int3 bp it doesnt expect to be there, i cant figure out how to get execution to continue
<billy-jon> oh look at that, thanks
x64dbgbot
@x64dbgbot
<billy-jon> okay so yeah the problematic bps seem to be ones that i created after the remap
<billy-jon> they are in the dd64 file for the binary as absolute addresses
<billy-jon> if i start the process, paused at the entry point, i cannot delete those bps
<billy-jon> it says: No such breakpoint "0x<address>"
<billy-jon> erm, no 0x
x64dbgbot
@x64dbgbot
<billy-jon> if i allow the app to execute until the remap happens, and use the ForcePageProtection plugin, i can disable, but not enable the bp. when i try to re-enable the bp in this case it says: Could not enable breakpoint <address> (SetBPX)
x64dbgbot
@x64dbgbot
<billy-jon> it seems like there is some kind of sanity check on whether an int3 is due to a bp created by the debugger, and that sanity check does not support remapped code. something like this: "is_my_int3(ea) { if is_in_module(ea) and rva_bp_exists(ea_to_rva(ea)) { return true; } else if abs_bp_exists(ea) { return true; } else { return false; }"
<billy-jon> but probably when the bp is first applied it should remember the ea and check against that later on
x64dbgbot
@x64dbgbot
<mrexodia> Did you try using a virtual module? (re @x64dbg_bot: <billy-jon> okay so yeah the problematic bps seem to be ones that i created after the remap)
x64dbgbot
@x64dbgbot
This message was deleted