Posts

Newest Post: An Uncertain Future

Good evening, my readers. As some of you have already noticed, I am working on a personal project I had created several years ago lately, a space where my original creations would be featured. However, as my old self being was unable to deal with the workload and expectations back then, small progress was made before being put side and focusing on the engine instead. I certainly wonder why I did not give this project the attention it deserved, but well, time is irreversible, so I will have to work with the  bare-bones I had left... At present, I got heavily motivated and finally resumed my project after months of reworking the core parts, so this is going to be the main entry where the latest information will be posted. The main plot will not be the big deal, of course, but I will try making it different from the usual. The project has been divided into parts in order to fasten the release process, as I would be stuck in it for longer otherwise, so relevant content will be shown wh...

M.U.G.E.N 1.00: ST Filepath - Buffer Overflow Attack

Good evening, friends. It has been a while since I have not talked about engine vulnerabilities, but I think this is the right time to start talking about this new vulnerability. This research was born from Nomi 's ideas about trying to overflow the ST filepath line in WinMUGEN, which motivated me to investigate said insight in M.U.G.E.N 1.00; a nd as expected, it is possible to perform a buffer overflow attack from there by creating a very long filepath string that overwrites the character loader's buffer region including the return address, allowing us to execute our ROP chain. This exploit can be used on both M.U.G.E.N 1.00 and 1.1b, but the main downside is not default-processing reversible, which currently restricts its use to SuperNull:Reloader characters only. (> Full information about this engine vulnerability can be found here . <) Note: Due to nature of the ROP exploit technique, do not expect this exploit to work on all the computers, so beware of it. Well, tha...

M.U.G.E.N 1.00: Command Trigger - Buffer Overflow Attack

Good afternoon, friends. Hmm, I never thought I would be talking about this vulnerability again, but well, let us go straight to the point. As you can guess, this vulnerability also exists in M.U.G.E.N 1.00, but due to the NX Bit protection being active in the program, shellcodes cannot be directly executed, so it is required to use an exploit technique, known as Return-Oriented Programming , to circumvent said protection. I have recently made an exploit that takes advantage of such vulnerability, but as there are several pointer limitations to build a ROP chain that jumps the engine back to default processing, it is currently limited to SuperNull ~ Reloader characters. (> PoC can be downloaded here <) Note: As this exploit requires ROP chains to execute its shellcode, do not expect it to work on all the computers, so beware of it. Well, that is all for today, have a nice day.

Eikidankai EX

  Title is self explanatory, so let us go straight to the point. I have been programming in these days, an omed build for Eikidankai characters(stylish ones), capable of beating ZIP characters. I have thought about this concept some months ago, but packaging code stuff prevented me from progressing with it, until friends told me about a certain program to pack content into a single executable file... That was how a new Omed concept was born: Eikidankai EX There is no difference between the full Eikidankai build and the EX version but the way they are loaded in program data, as the latter is linked to the program, so it is instantly loaded when opening M.U.G.E.N. Eso Brad, as the first Eikidankai EX character I have made, will be released to the public after dealing with the last details. That is all for now, stay tuned for new content. Have a nice day. 

WinMUGEN Exploits: Command Trigger Buffer Overflow

Good evening, my friends. Well, today we are going to talk about a new exploit, found in WinMUGEN. Information provided by ydccdy, a Chinese MUGEN author, has revealed the existence of an exploit found in the CMD processor,  the command expressions to be exact. , whose main function is to trigger determined actions from the commands written in StateDef -1. After having taken a look at the exploit, I have noticed the command name length is fixed to 64 bytes, giving the chance to execute arbitrary code from a CMD expression by surpassing this length, basically a buffer overflow. What M.U.G.E.N authors put in their state controllers to make use of the commands, either it can be used to execute arbitrary code, for example, these 2 pictures: Command = "Insert all your shellcode here, it is less versatile, but well. 1234" Note: The 1234 characters are used as a return address for the exploit. I have made this character after spending a few hours to pr...

Eikidankai Development Log(3)

Eikidankai Development Log: Primary memory bank Hmmm... I think I am posting more content about Eikidankai than usual, but well. In this thread, we are going to talk about the primary memory bank, used in the current version of Eikidankai. We have to take into account this feature did not even exist in the first beta versions of Eikidankai, as the main code was quite different, compared to the current one, making each other incompatible. This image shows how the old stack frame of Eikidankai looked like, the function set was quite limited, due to the most of the slots had been reserved for the CF subroutine. The next image shows the stack frame was updated to separate the functions of the CFL subroutine from the loader, making it optimal for several circumstances, besides the fact Eikidankai can now make use of all the slots, greatly extending its function set  Although this implementation required a new code structure to work efficiently, the results wer...

Eikidankai Development Log(2)

Eikidankai Development Log: CFL Subroutine Huh, it has been a long while since I do not post anything, but well... This time we are going to talk about the CFL subroutine, and the file as well. This subroutine had been recoded to improve its performance in Eikidankai, which used to be antiquated, due to the lack of security checks. Additionally, this file contained all the primary functions of Eikidankai, making the main loader quite basic. Fixed in the new beta version, by putting all the functions into the loader, instead of the CFL file. First version of the CFL loader. After Eikidankai has loaded all the required stuff in the stack frame, it will look for a file, called as "Eikidankai.Cfl" to load it in memory, this file contains custom code, allowing a MUGEN author to implement its own content, having chances to exploit all the capabilities of the engine. Improved version of the CFL loader Last, but not least, the loader will check the fi...

Eikidankai Development Log(1)

Eikidankai Development Log: Catching the WinMUGEN primary thread. The development of Eikidankai has been somewhat tedious to program, as when there is an interesting function to add into the coding, it mostly implies to modify the structure of all the code to implement it, or else I would not be able to perform that. That is why I am taking over 2 years or more to program that, well... One of the functions I had implemented some months ago was the ability to manipulate the primary thread of WinMUGEN, which in the previous versions of Eikidankai were not able to perform it. In this case, I used the SuspendThread function from an external thread to freeze the primary one. WinMUGEN before getting suspended by Eikidankai. Done!.. The suspend count has been increased by 1. That is all for now, have a nice day or night. Stay tuned for upcoming posts!

Eikidankai is not a character.

Because of this... Well, that is all.  Have a nice day.

Eikidankai: Real-Timer Patcher

I was bored, so I have implemented "Real-Timer Patcher" for Void-Schmelze.  You can see it in the left-bottom corner of this picture. Well, that is all...  

Eikidankai(1)

Hello... Have you wondered if my Eikidankai* has an additional function besides of its normal operating? Well, here's the answer, modifying this section you will get a special function. (*): It's the name that I gave it to my special SuperNull-Loader, 4Head. That's all at the moment, good night.