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  • Jan 22 21:47
    L3G4CYOne opened #2281
  • Jan 22 20:07
    mrexodia commented #2280
  • Jan 22 19:54
    lurumdare commented #2280
  • Jan 22 19:43
    mrexodia commented #2280
  • Jan 22 18:08
    lurumdare commented #2280
  • Jan 22 17:53
    lurumdare commented #2280
  • Jan 22 17:53
    lurumdare commented #2280
  • Jan 22 17:11
    lurumdare commented #2280
  • Jan 22 17:11
    lurumdare commented #2280
  • Jan 22 17:02
    lurumdare commented #2280
  • Jan 22 16:59
    lurumdare commented #2280
  • Jan 22 16:46
    mrexodia commented #2280
  • Jan 22 15:36
    lurumdare opened #2280
  • Jan 21 20:08
    Mattiwatti commented #2277
  • Jan 21 19:31

    mrexodia on development

    DBG: update TitanEngine https:… (compare)

  • Jan 21 19:25
    Mattiwatti commented #2277
  • Jan 21 19:25
    mrexodia commented #2277
  • Jan 21 19:24
    Mattiwatti commented #2277
  • Jan 21 19:22
    mrexodia closed #2277
  • Jan 21 14:59
    mrexodia labeled #2277
x64dbgbot
@x64dbgbot
<levitanious> Wait a second. My brain didn't switched properly (that's not a string, damn it!). <siiiiiiiiigh>
I blame the lack of 0x notation >_>
As my assembler would say............ error: illegal instruction
x64dbgbot
@x64dbgbot
<levitanious> No, wait, i was right
<levitanious> The addressing is actually off. I need sleep, apparently.
x64dbgbot
@x64dbgbot
<Antitrack> 8 bytes... dont code and drive drivel on irc! :D
<levitanious> ...hic!
<levitanious> Still, RAX isn't as fat
<levitanious> Come on
<levitanious> You are trying to cram too much, it won't fit!
x64dbgbot
@x64dbgbot
<Antitrack> 64bits = 8 bytes
<Antitrack> RAX is fatter than your brain! :D
<levitanious> Also as the immediate operands for 64-bit operations only the signed 32-bit values are possible, with the only exception being the mov instruction with destination operand being 64-bit general purpose register. Trying to force the 64-bit immediate with any other instruction will cause an error.
<levitanious> ~_~ Stop abusing my sleepy brain
<levitanious> Will you
<Antitrack> hrhrhr
<levitanious> Use memory
<levitanious> Or stack
<levitanious> Actually stack works nice.
<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