Universal
Military Simulator v1.0
The
Hard Way
by
ytc_ [tNO '99]
Target | Universal Military Simulator v1.0 |
URL | Not available (but target can be found in ORCPAK3.ZIP at +Greythorne's website) |
Tools used | Softice v3.x (I'm using WinNT version) |
Hex editor (I'm using my previously cracked PSEdit v4.4 ;-) | |
Protection | Paper protection |
Level | Beginners/Newbies |
Introduction
|
Awright!! We're making progress ;-) Now to +ORC's third lesson, paper protections. You can never tell how long did it take me to come this far during my earlier times when I just started cracking. But at least we're showing some improvements now. Lets go!
Essay
|
I will assume that you have already set up your copy of Softice and know how to use it well, including knowing what the shortcut function keys are (F8, F10, F11 and F12). If not, I suggest you read some other essays on how to set up Softice first before continuing. I will also assume that you have a fair knowledge of assembly language.
Unlike my previous tutorials, we can't use the loop trick anymore. I'm not sure if you experience the same problem, but in my case, Ctrl-D'ing will always bring me to NT's hal! idle mode. And bpints still won't work! (grr.. somebody tell me why!!) So I have to use the hard way... single stepping right from the beginning of the game's code. Sometimes it is time consuming, but it works most of the time if the protection scheme pops out right at startup like UMS (can be used upon nag screens which just won't break on anything). But with experience, one can quickly filter out the 'useless' code (that is the startup code) and jump straight to the CORRECT call instruction (can be found easily by stepping over the call and see if the protection features pop out... if it does, you should place a bpx on it, run anew and trace into that call and run the same steps until you can isolate out the EXACT 'call prot_scheme' instruction). I used this method very effectively on some 'un-bpx-able' programs (Varicad is one.. this is the program which helped 'gave birth' to this method I used). So, in UMS, here is the first call you should be able to isolate very easily.
0529:00F2 FF366700 PUSH WORD PTR [0067] 0529:00F6 FF366500 PUSH WORD PTR [0065] 0529:00FA FF366300 PUSH WORD PTR [0063] 0529:00FE FF366100 PUSH WORD PTR [0061] 0529:0102 FF365F00 PUSH WORD PTR [005F] 0529:0106 9A06009B05 CALL 059B:0006
Following the steps explained above, you should then be able to isolate out the next subcall.
059B:00BB 44 INC SP 059B:00BC 44 INC SP 059B:00BD 8916D6A1 MOV [A1D6],DX 059B:00C1 A3D4A1 MOV [A1D4],AX 059B:00C4 9A3036D320 CALL 20D3:3630
Got it yet? Good. Now I can tell you that this call is THE 'call prot_scheme' instruction. Looking into the call, you should approach this part of code.
20D3:36D2 1E PUSH DS 20D3:36D3 B8E23B MOV AX,3BE2 <== "Hello, commande..." 20D3:36D6 50 PUSH AX 20D3:36D7 9A0200C832 CALL 32C8:0002 20D3:36DC 83C404 ADD SP,04 20D3:36DF 1E PUSH DS 20D3:36E0 B8F83B MOV AX,3BF8 <== "Please open the..." 20D3:36E3 50 PUSH AX 20D3:36E4 9A0200C832 CALL 32C8:0002 20D3:36E9 83C404 ADD SP,04 20D3:36EC 8B46FE MOV AX,[BP-02] 20D3:36EF 48 DEC AX 20D3:36F0 3D0C00 CMP AX,000C 20D3:36F3 7603 JBE 36F8 <== jump is taken 20D3:36F5 E9D701 JMP 38CF 20D3:36F8 8BD8 MOV BX,AX 20D3:36FA D1E3 SHL BX,1 20D3:36FC 2EFFA70137 JMP CS:[BX+3701] <== the 'pick_question' jump
Yep, we've found the part which displays the 'startup intro' of the protection scheme. The final jump instruction (JMP CS:[BX+3701]) will jump to the corresponding code which displays the question and prepares the CORRECT password for comparison. We're getting closer. Here's an example how that piece of code will look like.
20D3:382B 1E PUSH DS 20D3:382C B8303E MOV AX,3E30 <== "YOUR ANSWER" 20D3:382F 50 PUSH AX 20D3:3830 16 PUSH SS 20D3:3831 8D46C8 LEA AX,[BP-38] 20D3:3834 50 PUSH AX 20D3:3835 9A36007D33 CALL 337D:0036 20D3:383A 83C408 ADD SP,08 20D3:383D 1E PUSH DS 20D3:383E B8383E MOV AX,3E38 <== "YOUR QUESTION" 20D3:3841 50 PUSH AX 20D3:3842 9A0200C832 CALL 32C8:0002 20D3:3847 83C404 ADD SP,04 20D3:384A E98200 JMP 38CF
Next, we'll follow the jump, which will bring us to the comparison routine.
20D3:38CF 1E PUSH DS 20D3:38D0 B8843F MOV AX,3F84 <== "Remember when..." ... grabbing your input ... 20D3:38FD EB12 JMP 3911 20D3:38FF 368A4296 MOV AL,SS:[BP+SI-6A] ... uppercasing your input ... 20D3:3911 16 PUSH SS ... 20D3:3921 73DC JAE 38FF 20D3:3923 16 PUSH SS 20D3:3924 8D46C8 LEA AX,[BP-38] <== correct answer 20D3:3927 50 PUSH AX 20D3:3928 16 PUSH SS 20D3:3929 8D4696 LEA AX,[BP-6A] <== your input 20D3:392C 50 PUSH AX 20D3:392D 9A04009833 CALL 3398:0004 <== CALL compare 20D3:3932 83C408 ADD SP,08 20D3:3935 8BF8 MOV DI,AX 20D3:3937 0BFF OR DI,DI <== is it equal? 20D3:3939 740D JZ 3948 <== jump if not 20D3:393B 1E PUSH DS 20D3:393C B8C23F MOV AX,3FC2 <== "Incorrect answer" 20D3:393F 50 PUSH AX 20D3:3940 9A0200C832 CALL 32C8:0002 20D3:3945 83C404 ADD SP,04 20D3:3948 0BFF OR DI,DI 20D3:394A 7590 JNZ 38DC <== jump if wrong answer 20D3:394C 8BE5 MOV SP,BP 20D3:394E 5D POP BP 20D3:394F 5F POP DI 20D3:3950 5E POP SI
Enough, there is nothing else to say now. There are many ways where you can crack this scheme. +ORC gave one solution by changing 'JZ 3948' (line CS:3939) to 'JNZ 3948' and 'JNZ 38DC' (line CS:394A) to 'JZ 38DC'. But I have a quicker (and I think, more elegant) way, that is to change 'OR DI,DI' (line CS:3937) to 'XOR DI,DI'. This will make sure the check passes correctly at both conditional jumps at CS:3939 and CS:394A. So bring your hex editor out and make your necessary changes. The game will now accept ANY answer, but not if you don't enter anything.
Final Notes
|
Sometimes, this kind of 'hard ways' have to be used if other methods doesn't work. I've been pondering for quite a long time, thinking of a quicker solution, but without success. If only that damn bpint will work.
Greets
|
There's a lot of people that I know, so I'll just greet everyone, especially those in #tno, #win32asm, #cracking4newbies and #cracking at EFNet.
Email :
y_t_c@usa.net
Website : http://ytc98.cjb.net