Disclaimer: This post is aims at retro-gaming preservation and code-archeology. All product names, trademarks and registered trademarks are property of their respective owners.
GRA files are used by PC DOS version of Mortal Kombat 1 and 2 (available on GOG) to store all kind of graphics. There are two different types of GRA files:
- compressed static images or animations – this is well-defined self-contained file format that can be easily converted to the PNG/APNG/GIF, the only obstacle is compression which has to be reverse-engineered first. I’ll refer to it as cGRA and cover that format today.
- not compressed sprites/fonts/graphic objects/ui elements – this format is kind of a mess, it just contains encoded pixel data without any metadata. All necessary information has to be scavenged from the Mortal Kombat executable (sprites offsets, width, height, palette). I’ll refer to it as uGRA and cover that format in the part 2 of this blog post (still have to figure out a few things).
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It’s almost 6 months since the last post, so to keep some good yearly average it’s finally time to write something here. For the last couple of months, most of my spare time went into various CTF challenges. Since I’m very new to CTFs, usually I’m not able to solve top scoring tasks and people familiar with CTFs probably know that challenges with lower score are not really interesting enough to write anything more than a few lines writeup (and there is usually dozens of writeups already published, before I even think about writing something). So this time it might be a bit different since the IceCTF was 2 weeks long, and I could prepare some good writeup before competition ends. I did two pwn tasks, which are actually very similar to each other. First one was initially for 300 points, but the organizers figured out, that it’s easier than they thought, so they lowered score to 140pts and published improved version of the task for 300pts. Description for both tasks was pretty straight forward Continue reading →
Another approach to crackmes solving, this time it is .NET crackme written by |sas0|. I’ve found it on crackmes.de, it was published on 27 November 2012, difficulty was set to 3 – Getting harder. I’ve decided to give it a try as I don’t have much experience with .NET targets. It took me 3 days to solve it, but I consider those three days as a good time investment, because I had a chance to learn a few new things. So, here is my story:
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In this post I want to share some of my thoughts about embedding python into C/C++ applications. It will not be yet another python tutorial, but just my personal feelings about some of the mechanisms that I’ve encountered during my work on dirtyJOE. I’ll describe three completely different things:
- Usage of FILE* structure by Python runtime
- Small differences between different Python versions
- Reference counting
Above three topics are just small part of the whole python embedding topic, but they attracted me enough to write about it. So let’s start. Continue reading →
Python scripting in dirtyJOE can be used to modify CONSTANT_Utf8 objects from Constant Pool. One of the main use is decryption of CONSTANT_Utf8 objects in obfuscated .class files. Decrypted objects are useful in forensic analysis, they can be also used to translate obfuscated java application.
I’ll show how to use python scripting on sample obfuscated java malware called Boonana. Mentioned malware appeared in october 2010 and was obfuscated with Zelix KlassMaster 5.3.3E (according to entry in constant pool “ZKM5.3.3E”).
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New version of dirtyJOE is available for download from http://dirty-joe.com
- Python scripting for Utf8 objects
- drag’n’drop support
- ability to copy disassembly to clipboard
- ability to change font in disassembly windows
- update check on startup
I’ll publish short tutorial about python scripting in the next blog post (it is already available as a part of help file)