This gist became waaaaaay too big... we'll continue at https://github.com/19h/eac-analysis
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| ╭──────────────────────────────────────────────────────────────────────────╮ | |
| │ FUNCTION NAME CHARACTER DISTRIBUTION │ | |
| ╰──────────────────────────────────────────────────────────────────────────╯ | |
| Source : function_binary_versions.csv | |
| Rows scanned : 8,527,690 | |
| Unique names : 6,623,203 | |
| Duplicates : 1,904,487 | |
| Total chars : 607,840,400 | |
| Quoted names : 401 |
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| [Intro] | |
| Started with a pencil and a page of arithmetic (arithmetic) | |
| Carry the one, sum the column, every answer deterministic (deterministic) | |
| Then a whisper in the static said the world is probabilistic (probabilistic) | |
| Now the skyline in my notebook starts to shimmer and to lift (and to lift) | |
| [Verse 1] | |
| I was running through the digits with a slide rule in my hands (in my hands) | |
| Every sum and every product, simple loops and simple plans (simple plans) | |
| Then the Markov came and rolled me like a die across the felt (across the felt) |
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| /* | |
| * Binary_ActionDLL - Reconstructed C++ Source | |
| * | |
| * Reconstructed from Hex-Rays decompiler v9.4 pseudocode output. | |
| * Original binary: x86-64 Windows DLL compiled with Mingw-w64 (GCC/MSVC ABI). | |
| * | |
| * IOC Summary: | |
| * - DLL with sandbox/AV evasion, anti-analysis, and reflective PE loading | |
| * - Extracts encrypted payload from PE resource, decrypts, decompresses (LZNT1), | |
| * drops to %TEMP%\svc<hex>.exe, then reflectively maps into memory |
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| /* | |
| * Cyberpunk 2077 — Frida instrumentation script (current build) | |
| * | |
| * Subsystems: | |
| * Weapon — zero ammo cost, configurable projectile fan, recoil nullification, CoF freeze | |
| * Survival — player-specific health freeze at request-builder and executor levels | |
| * Economy — money quantity multiplier on inventory-add path, XP replay on proficiency grants | |
| * Teleport — physics-proxy scan, camera-relative movement, GPS target warp, sticky tracking | |
| * Input — game input manager/backend key interception for hotkey-driven teleport | |
| * |
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| // ============================================================================= | |
| // RECONSTRUCTED SOURCE: obfuscator_test.cpp | |
| // Reverse-engineered from IDA decompilation dump (67 functions, entry 0x115F0) | |
| // Target: x86_64 Linux, C++20 (std::format), libstdc++, pthreads | |
| // Compiler: GCC (inferred from libstdc++ ABI, __cxx11::basic_string layout, | |
| // magic-number divisibility optimizations, fsqrt intrinsic usage) | |
| // ============================================================================= | |
| // | |
| // ASSUMPTION REGISTER: | |
| // [A1] String literals (rodata pointers 25309, 25517, 25957, 27406, etc.) |
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| #!/usr/bin/env python3 | |
| """ | |
| Unicorn-based unpacker for test_packer ELF binary. | |
| Strategy: | |
| 1. Parse the ELF, map all LOAD segments into Unicorn at a chosen base. | |
| 2. Apply R_X86_64_RELATIVE relocations (simulate ld-linux.so). | |
| 3. Set up a stack, stub out PLT imports (mprotect, open, read, etc.). | |
| 4. Execute starting at the init_array unpacker stub. | |
| 5. Track memory writes to the encrypted .text region. |
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| cat module/nec850/tools/extract_v850_reloc_masks.py | |
| #!/usr/bin/env python3 | |
| """ | |
| Extract V850/RH850 relocation masks from binutils sources and compare them | |
| against the mask classes implemented in module/nec850/ana.cpp. | |
| The extraction prefers the relocation write logic in | |
| `bfd/elf32-v850.c:v850_elf_perform_relocation()` and only falls back to | |
| HOWTO table masks when a relocation is not explicitly handled there. | |
| """ |
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| #!/usr/bin/env python3 | |
| """ | |
| Analyze v850/RH850 relocations across all compiled object files. | |
| For each relocation in .text* sections: | |
| - Read the instruction bytes at the relocation offset | |
| - Determine the relocation type and its bit mask | |
| - Report per-relocation-type statistics and the exact mask to apply | |
| This directly tells us which instruction bits are position-dependent |
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