ccc
Unicorn Engine
ccc | Unicorn Engine | |
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3 | 15 | |
70 | 7,168 | |
- | 1.3% | |
9.7 | 1.0 | |
2 days ago | 5 days ago | |
C++ | C | |
MIT License | GNU General Public License v3.0 only |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
ccc
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im trying to find the debug symbols for a ps2 game
The Chaos Compiler Collection can be used to extract this information, either as C++ code or as a JSON file that can then be imported into Ghidra using the provided extension.
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[PS2 Game] Looking to RE + Looking for a Potential Ghidra Script
At first I was like "why MIPS?" then looking for the game I discovered that is from PS2, maybe this project can help? or this one?
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Fatal Frame 1 is finally fixed on PCSX2!
Before we get into the thick of it I want to give a special thanks and shout out to ChaoticGD on Discord / GitHub for his fucking incredible tool ccc, https://github.com/chaoticgd/ccc And his fork of the beardy pig EE plug-in for Ghidra, https://github.com/chaoticgd/ghidra-emotionengine-reloaded
Unicorn Engine
- Unicorn – lightweight multi-platform, multi-architecture CPU emulator framework
- Unicorn: Lightweight multi-platform, multi-architecture CPU emulator framework
- 86Box v4.0
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Show HN: Tetris, but the blocks are ARM instructions that execute in the browser
OFRAK Tetris is a project I started at work about two weeks ago. It's a web-based game that works on desktop and mobile. I made it for my company to bring to events like DEF CON, and to promote our binary analysis and patching framework called OFRAK.
In the game, 32-bit, little-endian ARM assembly instructions fall, and you can modify the operands before executing them on a CPU emulator. There are two segments mapped – one for instructions, and one for data (though both have read, write, and execute permissions). Your score is a four byte signed integer stored at the virtual address pointed to by the R12 register, and the goal is to use the instructions that fall to make the score value in memory as high as possible. When it's game over, you can download your game as an ELF to relive the glory in GDB on your favorite ARM device.
The CPU emulator is a version of Unicorn (https://www.unicorn-engine.org/) that has been cross-compiled to WebAssembly (https://alexaltea.github.io/unicorn.js/), so everything on the page runs in the browser without the need for any complicated infrastructure on the back end.
Since I've only been working on this for a short period of time leading up to its debut at DEF CON, there are still many more features I'd eventually like to implement. These include adding support for other ISAs besides ARM, adding an instruction reference manual, and lots of little cleanups, bug fixes, and adjustments.
My highest score is 509,644,979, but my average is about 131,378.
I look forward to feedback, bug reports, feature requests, and strategy discussions!
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It Takes 6 Days to Change 1 Line of Code
Entails hundreds of hours of single-stepping through that opcode in Linux kernel using an indirect operand pointing toward its own opcode (self-modifying code).
Even the extraordinaire Fabrice Bellard (author of QEMU) admitted that it is broke and did a total rewrite, which fixed tons of other issues.
https://github.com/unicorn-engine/unicorn/issues/364
- FOSS Simulator for debugging C code (even better if it supports some MCUs)
- Unicorn: Lightweight multi-platform, multi-architecture CPU emulation framework
- Unicorn - CPU emulator framework (ARM, AArch64, M68K, Mips, Sparc, PowerPC, RiscV, S390x, TriCore, X86)
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Vita3K android running Tales of Hearts R - A Glimpse of What's to come
Macdu (Vita3K dev) also stated that this game is CPU bound so they used a CPU emulator known as unicorn2 , this is also the reason for the slow speed
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QEMU Version 7.0.0 Released
This is how I found out a snippet of assembly code that can actually distinguished between a KVM hypervisor and most of today’s emulator.
https://github.com/unicorn-engine/unicorn/issues/364