Welcome to the new yifan.lu!

It’s a new year, and I’m a bit tired of the old design. There were some main problems with it besides the looks though. The biggest one is I never wrote a backend for my “projects” list, so every time I add a new project, I’m doing it manually by uploading the files via FTP and adding the entry in phpmyadmin. In addition, I’m sure there were tons of PHP bugs and security holes that I had in the old script. The old theme was also badly coded with many HTML errors and many WordPress incompatibilities.

On this new version of the site, the first thing I did was integrate my projects list to WordPress. I wrote a custom plugin that allows me to manage and add my projects with ease and manage things like downloads, version/changlog, screenshots, etc. I may release this plugin as open source one day. I also got a new style thanks to CSSHeaven. They provided the free HTML template and I coded it into a WordPress style (and also made it more HTML5 compliant). If you have any complaints or suggestions regarding the new site, feel free to comment.

In addition, I added two new Kindle projects that I’ve been working on.

Reversing the Xperia Play emulator (part deux)

The last time we spoke, I managed to run any PSX game on the Xperia Play by redirecting some function calls. Well, since then Sony (you could say) fixed it (still don’t know how, I should look into it one day, I’m guessing they revoked the certificates for Crash Bandicoot) and people running Android 2.3.4 on the Xperia Play can’t use PSXPeria anymore. I’ve re-patched it a while ago, but never got the chance to modify the patching tool to use the new method (I really hate Java and don’t want to use it, so I held back.) until today. As customary to my releases, I will begin by telling more than what you want to know about how it works.

Previously on “cracking the emulator”…

If you haven’t read the last posts I’ve made about how I reverse engineered the emulator data format and binary, you may want to, but I’ll summarize it in a few words. Basically, the emulator was separated into two binaries bin-one decrypts bin-two and bin-two asks bin-one to decrypt and load the game’s table-of-contents which is used to load the game. The TOC is important because anyone can replace the game data files, but it won’t load because the TOC contains addresses of the places to decompress in the game data. Well, after the hard part of reversing the formats and finding all this out, the actual patch was fairly easy. All we did was make a new library with the same function name as the one that is used by bin-two to query bin-one for the TOC, and use it to load the TOC for our custom game and make sure that library loads before Sony’s and the rest is almost magic. We don’t need to overwrite any function pointers or even touch the emulator because the linker looks for the first definition of a function and calls it.

How Sony made our lives harder

So version 1 is always easiest to break. This applies for almost everything. The PSP, the iPhone, the DS, etc. Version 2 is where it gets real. So what are the changes? First of all, no more bi-binary system. There is a single binary that does both the decrypting and emulating. Oh, and they removed the symbols so we can no longer search for “GetImageToc” and find where the function is. Also, they’ve started verifying that ISOs.

Finding the needle

Before we can begin to think about patching, we first need to find what to patch. As I’ve mentioned, Sony removed the symbols, so we no longer know what the function names are. We CAN try to map out the entire binary (10MB) and look for something that does what appears to be decrypting a TOC, but we don’t have months or a team of assembly experts. What we DO have is the older version of the binary that has the symbols. Assuming that they didn’t rewrite the emulator from scratch, the structure should be similar. We open up the old binary, find the function that calls the ones we want to patch, and look for identifying characteristics. What are they? Well, we look for mentions of unique strings and unique calls to standard functions (unique as in something like atoi, not malloc, which is called every other line). Luckily we have both. It seems like a few lines before the function we are interested in, the program does something with the string ”/data/image.ps” and sometimes afterwards, uncompress is called. Now we have the address of the functions we want to patch.

Patching the function

Well, here’s our second problem. What do we patch the function with? We are only limited to the length of what the function originally is, but I’m sure that’s not a problem for experts. I’m not an expert though, so how about we steal what Sony did in version 1? We use dlsym to call the function from a loaded binary in memory. After a quick trip to an assembly reference, I wrote the following code: https://github.com/yifanlu/PSXPeria-Wrapper/blob/master/jni/java-activity-patch.S, I would go into more details, but I believe my comments on the code explains it better than I could. The only other thing we need is to manually define the address for “dlsym” and the offset for the name of the function. ARM assembly uses relative address, so I haven’t come up with a quick way to do this yet. For now, I’m using a calculator and a piece of paper to find the address of dlsym relative to the patch in the program. Comment if you have a better way.

Phase 2

When the game didn’t boot and was frozen on screen, I knew it had to be another obstacle. Our code had to have worked because otherwise, it would have crashed. Debugging with GDB, it seems like the program is blocking forever, seemingly on purpose. To double check, I loaded Crash Bandicoot again, but with my patched emulator and it worked. So, I guess there was a check somewhere that only loads Crash Bandicoot. Yes, I could go back into IDA and look for where the check is and NOP it out, but I was tired by then and my short attention span wants me to work on something else, so I took the easy way out and patched the PSX image with the titleid for Crash Bandicoot. As far as I know, this shouldn’t affect anything in terms of compatibility, but farther tests are needed.

Next week on “cracking the emulator”…

Version 3 of the emulator is already out and is distributed in the PS-Suite games in the Japanese PSN store (on the Play). I already took a look at it, and the emulator did not seem to be updated, so I didn’t try hard to patch it. However, it seems that they implemented many new security mechanisms in the PS-Suite PSX games. For starters, there is a public-private key exchange to make sure all the files in the APK are untouched, and I’m pretty sure the PS-Image is now encrypted or the format has changed. Now, Sony did not do all this to prevent us from loading our own games (or maybe they did). I suspect it’s to prevent pirates from stealing the PSN games. Which means that if I crack the version 3 emulator, I may be helping piracy. This means, I will most likely not touch the PS-Suite emulators, and if I do, two things have to happen. 1) I need to be sure that the emulator has much better compatibility, and 2) I need a way to make sure that my tool isn’t going to be used for piracy. So I guess this may be the last release for a while.

Links

Project Page
Source
Downloads

Analyzing Kindle 4.0

Well, Amazon might as well have stolen my wallet, because I am going to lose a couple hundreds of dollars. However, what fun is a Kindle if we can’t run our own code? (Answer: still pretty fun, but that’s besides the point.) Anyways, I haven’t gotten my hands on the new Kindles yet, but I got the next best thing: a software update from Amazon (http://www.amazon.com/gp/help/customer/display.html/?nodeId=200774090)

If you want to follow me and others try to crack this thing, visit this thread on MobileRead.

I’ll post some of the more important stuff we find on this post, so check back regularly.

  • The update format has changed! No more signatures for each file in the update, the update itself is signed and will refuse to extract unless the signature check passes. That means no more easy way out. To get “kindle_update_tool.py” to recognize and extract the new update, remove the signature (first 0×140 bytes) and change “FC04″ to “FC02″ (Bytes 0×0 to 0×4 after trimming the signature header). Now delete 4 bytes starting from 0×8 and 6 bytes starting from 0×10. (Offsets depend on the SP01 part removed). Now “kindle_update_tool.py” will recognize it.
  • Kindle 4.0 is codenamed “Yoshi” following “Luigi” (3.0) and “Mario” (2.0) (I can’t remember 1.0). It is built for the iMX50 (800MHz ARM Cortex A8) platform. The Kindle 3 is iMX35 (532MHz ARM) and the Kindle 2/DX is iMX3 (400MHz ARM).

Installing Windows 8 Developer Preview (8102) on a USB Drive (Windows To Go/Portable Workspace)

This really isn’t some technical or hard to do thing, but it’s a cool little trick I found that I haven’t seen mentioned before. If you don’t know what “Windows To Go” (previously “Portable Workspace”), watch this video from the Build 2011 conference. Basically, it allows you to install a full copy of Windows 8 onto a USB drive/external hard drive and use it on any computer that supports USB booting. Your settings, files, programs, etc go where-ever you go. The feature is in Windows 8 (and the developer preview), but the program to make the drive is not. Luckily, an old leaked build has the program, but you can’t just copy and paste it, it won’t run. Instead, follow the directions below to get Windows 8 installed to a USB drive. (I used a virtual machine to do the following, therefore I did not need to burn any DVDs. I will give the directions assuming you’re using a real computer though).

Requirements:

  • Windows 8 Developer Preview burned to a DVD (unless you’re using virtual machine)
  • Windows 8 M1 build 7850 burned to a DVD (unless you’re using virtual machine)
  • 16GB flash drive or external hard drive (or larger)
Directions:
  1. Install Windows 8 M1 build 7850. (I tried just copying pwcreator.exe and running it on a later build, but it didn’t work.)
  2. Open the start menu and type in “pwcreator.exe” and press enter. Alternatively, find and open C:\Windows\System32\pwcreator.exe
  3. Choose your USB drive and continue.
  4. Insert the Windows 8 M1 build 7850 DVD again and continue.
  5. Before starting the build process, take out the Windows 8 M1 build 7850 DVD and insert your Windows 8 Developer Preview build 8102 DVD.
  6. Continue and allow the process to finish.
I tested it with the x86 version of the Developer Preview, so I don’t know how well or if it will work with the x64 build. When you are asked to activate Windows, you can skip it or enter one of the keys found in the Developer Preview DVD under D:\Sources\product.ini (assuming D: is your DVD). I haven’t figured out which key to use yet.
Also, the requirements in pwcreator.exe states that you need a 16GB USB drive. However Windows only really need 12GB to install. I have a 16GB flash drive that shows up as 15GB and it wouldn’t work. I used GParted in Ubuntu to copy the partitions from a larger USB drive over after creating the image and it works fine. Just a tip.

Kindle 3.2.1 Jailbreak (Update)

When I first released the Kindle 3.2.1 jailbreak, I called it “temporary.” Although confusing to use and set up, it has gotten thousands of hits and reports of success. However, it was “temporary” because the method used depended on some precise timing and I had a better method that I was saving for Kindle 3.3. Now, I realize that 3.3 will never come, but will instead be 4.0 that will come with Kindle 4, and with a new hardware, everything doesn’t matter. Serge A. Levin has independently discovered a similar bug for what I was going to use on the 3.3 jailbreak, and I’ve asked him to release it because he deserves the credit for the work. If we’re lucky, Amazon will fix the bug in a way that my similar plan for 3.3/4.0 will still work.

(If you are already jailbroken, regardless of what version you’re running, you don’t need to download this. The actual jailbreak hasn’t been updated, just the injection method.)

Also, if you think that the jailbreak didn’t work, try installing a custom package anyways. I have fixed many people’s “I can’t get it working” by telling them that it’s already jailbroken.

Link to jailbreak for all devices on all versions.

EDIT: It seems like there is some confusion so I’ll clear this up. Jailbreaking does NOT remove ads.

Reverse engineering a dynamic library on the Xperia Play

Welcome to part two of my journey to completely reverse the PSX emulator on the Xperia Play. When we last left off, I managed to figure out the image.ps format and the basic order of execution of the emulator. It’s been a week now, and I have more stuff to reveal.

Decrypting the data

One of the main problems was that most of the important files are encrypted. More specifically, these three files: ps1_rom.bin (BIOS), libdefault.so (the emulator), and image_ps_toc (then unknown data). As I mentioned before, Sony used what’s called white box cryptography, which means obfuscating the code to hide the decryption keys. But, we don’t need the keys, we just need the decrypted data. The obvious way of extracting the decrypted data is dumping it from the RAM. However, the Android kernel I’m using doesn’t support reading /dev/kmem and I don’t want to mess with recompiling the kernel. I’ve also tried dumping with GDB, and it did work, but the data isn’t complete and is messy. I used a more unorthodox method of obtaining the decrypted data. After hours of reading and mapping in IDA Pro, I figured out that everything that is decrypted goes through one public function, uncompress(), a part of zlib. This is important, because this means everything that is decrypted is sent to zlib and zlib is open source. That means, I just need to recompile zlib with some extra code in uncompress() that will dump the input and output data. A simple fwrite() will do, as the data is already in a clean, memcpy-able form. (I forgot about LD_PRELOAD at the time, but that might have worked easier). After some trouble getting NDK to compile zlib, I have dumps of both the compressed/decrypted and uncompressed forms of all encrypted content.

Analyzing the dumps

The next thing is to find out the meaning of the data that we worked so hard to get. ps1_rom.bin is easy. Surprisingly, it is NOT a PS1 BIOS file, but actually part of a PS2 BIOS dump (part, being only the PS1 part of the PS2 BIOS). Does this mean a PS2 emulator is coming for the Play? I don’t know. Next, we have libdefault.so. Plugging it into IDA Pro reveals the juicy details of the PS1 emulator. It’s really nothing interesting, but if we ever want multi-disk support or decrypting the manuals, this would be the place to look. Finally, we have image_ps_toc (as it is called in the symbols file). I am actually embarrassed to say it took almost a day for me to figure out that it’s a table of contents file. I did guess so at first, but I couldn’t see a pattern, but after a night’s sleep, I figured out the format of the uncompressed image_ps_toc file. (Offsets are in hex, data are little-endian)

0×4 byte header

0×4 byte uncompressed image size

0×12 byte constant (I’m guessing it may have something to do with number of disks and where to cut off)

0×4 byte number of entries

Each entry:

0×4 byte offset in image.ps, where the compressed image is split

Image.ps format

I actually forgot to mention this in my last post. The “rom” that is loaded by the emulator is a file named image.ps. It is found on the SD card inside the ZPAK. It is unencrypted, and if you delete it, it will be downloaded again from Sony’s servers unencrypted. How it works is that an PSX ISO is taken and split into 0×9300 (about 38kb) sections, and each section is compressed using deflate (zlib again) and placed inside image.ps (with a 0×14 byte header). The offsets of each section is stored in the toc file (and encrypted) because although uncompressed, they’re perfect 38kb sections, compressed, they’re variable sized. I already wrote a tool to convert image.ps to an ISO and back again/

Putting it all back together

Now that we’ve tore apart, analyzed, and understood every element of the PSX emulator on the Xperia Play, what do we do? The ultimate goal is to convert any PSX game to run on the Xperia Play, but how do we do that. There are two main challenges. First of all, libjava-activity.so, which loads everything, expects data to be encrypted. Once again, we need keys. Also, I’m pretty sure it uses a custom encryption technique called “TFIT AES Cipher”, because I was not able to find information on it anywhere else. However, since we have the decrypted files, we can patch the library to load the decrypted files directly from memory, and I was halfway into doing that when I realized two more problems. Secondly, if I were to patch the library to load decrypted data, that means every user needs to decrypt the files themselves (because I won’t distribute copyrighted code). Third, image_ps_toc is variable sized, which means if the image is too big, it’ll break the offsets and refuse to load.

Currently, I’m trying to find the easiest and most legal way of allowing custom image_ps_toc files to work. (Bonus points if I can also load custom BIOS files). What I hope for is to write a wrapper library, libjava-activity-wrapper.so, which loads libjava-activity.so and patches GetImageTOC and GetImageTOCLength to load from a file instead of memory. This means I have to deal with Java and JNI again (ugh), and also do some weird stuff with pointers and memcpy (double ugh). The JNI methods in the library do not have their symbols exported, so I have to find a way of manually load them.

Bonus: blind patching a binary

When trying to patch a method for an ARM processor, it’s a bit of a pain and I’m too lazy to read about proper GDB debugging techniques. In additions, Sony wasn’t kind enough to compile everything with debugging symbols. However, I came up with a hacky-slashy way of changing instructions and seeing what happens. First, open up IDA Pro and find the function you want to modify. For example, I want decrypt_executable() to bypass decryption and just copy data plain. Find the instruction to change, and the opcode to change it to. For example, I want to change a BL instruction to NOP and CMP to CMN (don’t jump to decryption process and negate the “return == 0″). I have ARM’s NOP memorized by now 00 00 A0 E1. I don’t know what CMN’s opcode is, but if I look around I can find CMN somewhere and I see it’s just a change from a 7 to a 5. After everything’s done, copy it over to the phone and run it. If it crashes (and it should), look at the dump. The only important part is the beginning:

I/DEBUG   (  105): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000054
I/DEBUG   (  105):  r0 002d9508  r1 413c103c  r2 2afcc8d0  r3 002d93d8
I/DEBUG   (  105):  r4 00000004  r5 002d93e0  r6 6ca9dd68  r7 00000000
I/DEBUG   (  105):  r8 7e9dd478  r9 2cbffc70  10 0000aca0  fp 6caa4d48
I/DEBUG   (  105):  ip 002d93e8  sp 7e9dd0c0  lr 00000001  pc 4112d01c  cpsr 40000010

The error message doesn’t help at all “SIGSEGV,” but we have a dump of all the registers in the CPU. The important one is the PC (program counter), which shows what offset the last instruction was at offset 0x4112d01c in the memory. To get the program offset, just cat /proc/{pid}/maps to find where libjava-activity.so is loaded in memory. Subtract the offsets, and pop it into IDA pro. Now figure out why it crashed and try again. I need to learn proper debugging techniques one day.

Analyzing the PSX emulator on the Xperia Play

I’ve been playing around with the new Xperia Play (well, with the speed of these Android phone releases, it’s already old). I’ve decided it would be a challenge to try to figure out how the PSOne emulator works and eventually be able to inject any ISO and play it with Sony superior PS1 emulator. Just to be clear, nothing is done yet, and this is just a technical post to aid whoever else is trying to do the same thing. Also, because information should be free.

Decompiling and disassembling

Before we can do any analyzing, we need to break everything open. I found a couple of useful tools to aid with reverse engineering Android applications. First up is apktool, which is like an all-in-one Android app decompression and decompilation tool. It uses various other tools to do stuff like decompress resources, convert the meta files to be readable, and use baksmali to disassemble Dalvik bytecode to assembly code. Another useful tool is dex2jar, which converts Dalvik bytecode to regular Java bytecode and generates a jar that can be decompiled to Java code using a decompiler like, my favorite, JD-GUI. Last, but not least, we have the big guns: IDA Pro, which I’ve used religiously for many projects. If you don’t know, it can disassemble almost any binary, including native ARM libraries.

Stepping through

The first thing to do once we reversed all the code is to read it. A good way to start is to follow an application from start to finish through the code. Looking in the Android manifest file, we find the main activity that is started is com.sony.android.psone.BootActivity. We open that up, look at onCreate() and read what it does, follow whatever methods it calls and read through all those too. It may get a bit complicated, so I suggest thinking like a stack. From what I can understand, the first thing the app does is check if the data is downloaded. “Crash Bandicoot” is a 500MB game, so it would use up all the system space, so what Sony did is pack the binaries into the APK installed on the system, and the game data (textures, images, etc) is a ZPAK (renamed PKZIP) file that is downloaded from their servers if deleted. Once the data is verified to exist or downloaded from Sony’s servers, the baton is passed to a native JNI library to do the actual work.

Native code

Sony sees the Xperia Play not as just an Android phone, but a game platform. They call it “zplatform”, or as I guess: Zeus Platform (Zeus was the codename for the Xperia Play). The platform APIs is found on libzplatform.so, which is linked by all platform compliant (read: only on Play) games. It contains functions for extracting/creating ZPAK files as well as a lot of encryption/decryption commands and other stuff like networking. Another library is libjava-activity.so, which contains the actual emulator. Well, sort of. libjava-activity.so contains almost 2MB worth of crypto-security functions. It’s sole purpose is to decrypt and load into memory, three files (two of which are stored encrypted inside libjava-activity.so). They are: image_ps_toc (I can only guess it relates to the ROM file, image.ps), ps1_rom.bin (the PS1 BIOS, found in the data ZPAK), and libdefault.so (the main executable, aka: the emulator).

ZPAK files

The ZPAK file is basically a ZIP file that stores the game data. I only looked through “Bruce Lee” and “Crash Bandicoot”, but from what I can see there, all ZPAK files contain a metadata XML and one or more encrypted data files. For example, Crash Bandicoot’s ZPAK data contains image.ps, which I can guess from the size, is the ROM file for the game. I do not know if it’s an ISO or if it’s compressed, but that’s not important right now. There’s also ps1_rom.bin, which I can say for certain after reading the code to decrypt it, is the PS1 BIOS file, compressed using zlib. There’s also pages from the manual named for their page number and have no extensions. I can assume that they’re encrypted too because they contain no image header and the first two bytes are not the same throughout. The main thing I need to figure out is if the encryption key is common or not.

The white box

The main executable, libdefault.so, is completely encrypted and obfuscated by libjava-activity.so, which implements a white box security. If you read anything about white box cryptography (Google), you’ll see that it’s sole purpose in existence is to prevent itself from being reverse engineered. It hides the decryption key in a giant table or an even bigger finite-sized key. Nevertheless, it would take someone, a group of people smarter than me (not that that’s hard to find) to crack this file.

What’s next

Unfortunately, that’s all I know for now. Why? Because the CDMA version of the Xperia Play has not been rooted yet, and any farther analysis would require client access. I’m in the process to locating a R800i model of the Play to test with, but for now, I hope that someone who knows what they’re doing reads this and continue where I left off.

There are two giant problems that’s preventing us from injecting any PS1 image into the emulator. First of all, everything is encrypted. My hope is that it’s a single key used in zplatform (seeing that there’s functions such as zpCryptDecrypt and zpCryptEncrypt in the platform APIs) is used by Sony to encrypt image.ps and the manuals. Second of all, we need libdefault.so, the emulator. This may be easier then imagined. White box cryptography is used to hide the decryption key, not the decrypted content. My hope is that libdefault.so is loaded into RAM after libjava-activity.so decrypts it. There is a high chance of that because it would be hard to hide an executable and run it at the same time. If that is the case, disassembling the emulator will produce more results. If you have a rooted Xperia Play, set up USB debugging, and open up Crash Bandicoot. Connect the Play, and call “adb shell dd if=/dev/mem > memdump.bin” and then “adb shell dd if=/dev/kmem >> memdump.bin” (I don’t know which one would work, so try both). That will (hopefully) produce a memory dump that will contain the emulator executable. Once we have this, even if we cannot decrypt image.ps, it may be possible to write an alternative wrapper application that will load ISOs or something.

And now for something different…

I usually spend my free time building things or taking them apart. (These things are usually software.) However, this summer, I’ve decided to relax and take a break from all this computer stuff, leaving everything from programming to Twitter to Party poker to you people. I have decided to “experience” one hundred different stories. What do I mean by that? I will read books, watch movies, play games, etc. One hundred in all. After each one, I will collect my thoughts and write a short review on it. If you’re still interested, let’s go dive right into it.

Porting Kindle 3.1: Part 2 – Update encryption

Overview

So, on the topic of Kindle (I swear, it’s becoming an obsession). I am currently in the process of porting the Kindle 3.1 software to Kindle 2 and DX. I will make a series of posts describing my process while describing how various parts of the Kindle operating system works. Now I’ve tested 3.1 on my Kindle 2 and it works perfectly fine. All features work (audio, TTS, book reading), and the new features also work without major slowdowns (new PDF reader, new browser, etc).

Where’s part one you ask? Well, part one was getting the 3.1 OS to work on the Kindle 2, the rest is making an easy installer. That is a long story that involves custom partition tables, manually creating tar files (checksums are a pain), remote debugging, and more. It’s a lot of stuff and most aren’t very useful because nobody should have to repeat the process, which is why I’m creating a easy to use installer. If I have time one day, I may write it down for documentation purposes.

First of all, I will write down the game plan. What I plan to do is create an installer with the least amount of steps for the user. I’m hoping for a two part or three part installer. (Can’t be one part because you need a copy of the OS, and distributing it is most likely frowned upon by Amazon). How the installer should work is:

  1. User copies a image-creator package on a jail-broken Kindle 2. This package will backup the original OS, and generate a new ext3 image with some required files from the Kindle 2 (drivers and such). It will also update the kernel to support recovery packages.
  2. User keeps backup in a safe place and copies the image-creator package and the image generated from the K2 on a jail-broken Kindle 3 and runs the package. The image-creator will scan the filesystem making sure all files exist are are unmodified, then copies the files to the ext3 image. It will then take the ext3 image and generate a Kindle 2 recovery package with the 3.1 OS.
  3. User copies the recovery package generated from the Kindle 3 and copies it to the Kindle 2 and restarts. The Kindle will write the ext3 image to the root partition.

Update Encryption

Now, Igor Skochinsky wrote a nice post a couple of years ago on the Kindle update encryption algorithm. Basically, to encrypt an update, you take each byte of the file and shift the bits four to the left and OR it with the same bits shifted four to the right. Then you AND the result by 0xFF and XOR it by 0x7A. (Sounds like some computer dance move). Well, Igor also wrote a nice Python script that does the encrypting and decrypting, but I didn’t want to port Python to Kindle, so I decided to modify Amazon’s update decryption script “dm” and reverse it to make a encryption script “md”. I opened up IDA Pro and looked for the encryption. Here it is nicely commented by me into psudocode:

BL getchar // get byte to modify

EOR R3, R0, #0x7A // R3 = R0 ^ 0x7A

CMN R0, #1 // if !(R0 == 1), we are at the end of the file …

MOV R0, R3,LSR#4 // R0 = R3 >> 4

AND R0, R0, #0xF // R0 = R0 & 0xF

ORR R0, R0, R3,LSL#4 // R0 = R0 | R3 << 4

BNE loc_8470 // … then jump to end of program

MOV R0, #0 // clear R0 register

ADD SP, SP, #4 // don’t care

LDMFD SP!, {PC} // don’t care

It was a simple matter of reversing the instructions and registers, but like I said before, IDA Pro does not allow changing instructions directly, so I had to mess around with the machine code in the hex editor until I made the instructions I want. Here’s the modified function nicely commented by me in human.

BL getchar // get byte to modify

CMN R0, #1 // if byte is 0×01, then …

MOV R3, R0,LSR#4 // set R0 to R0 right shift 4

AND R3, R3, #0xF // set R4 to R4 logical AND 0xF

ORR R3, R3, R0,LSL#4 // set R3 to R3 logical OR ( R0 left shift 4 )

EOR R0, R3, #0x7A // set R0 to R3 logical exclusive OR 0x7A

BNE loc_8470 // … exit program

MOV R0, #0 // clear register R0

ADD SP, SP, #4 // don’t care

LDMFD SP!, {PC} // don’t care

If you want to try it out, here’s the bspatch from “dm” to “md”. MD5 of dm is 6725ac822654b97355facd138f86d438 and after patching, md should be 3b650bcf4021b41d70796d93e1aad658. You can copy md to your Kindle’s /usr/sbin and test it out:

echo ‘hello world’ | md > hello.bin # “md” encrypt ‘hello world’ and output to hello.bin

cat hello.bin | dm # “dm” decrypt hello.bin and it should output ‘hello world’

Now that we can create update packages from the Kindle, I can start working on the Kindle 2 image-creator script.

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