C++ reverse XOR operator? - math

I have a hexadecimal number which i XOR with another hexadecimal number.
I only know one of those hexadecimal numbers but i know the result of the XOR operation.
Example
0x35 ^ x = 0x39
Is there a way to get x?

You can get x with
x = 0x35 ^ 0x39
For XOR :
a = b ^ c <=> b = a ^ c <=> c = a ^ b

Related

Why does XOR and subtraction with the same HEX values give the same result?

For example:
7A - 20 = 5A
7A XOR 20 = 5A
Of course, this will work the same using different values. Why does this occur exactly?
It's only the same if there are no borrows,
i.e. no 0 - 1 at any bit-positions, only 1-0 = 1 or 1-1 = 0.
That's the same as saying that the first operand (the minuend) has set bits everywhere the second operand (subtrahend) does.
i.e. if x & y == y, then x-y == x^y.
The simplest counter-example:
0 - 1 = 0xFF - borrow propagates all the way to the top of the register.
0 ^ 1 = 0x01 - XOR is add-without-carry, it just flips the bits in one operand where a bit is set in the other operand. (i.e. you could look at it as flipping no bits in 1, leaving 1. Or as flipping the low bit in 0, producing 1.)
XOR is commutative (x ^ y == y ^ x), subtraction is not (x-y is usually different from y-x, except for special-case results like 0 or 0x80)
Repeating XOR with the same value undoes it, e.g. 5A ^ 20 = 7A flips the bit back on.
But repeating subtraction doesn't: 5A - 20 = 3A.

How to bruteforce a lossy AND routine?

Im wondering whether there are any standard approaches to reversing AND routines by brute force.
For example I have the following transformation:
MOV(eax, 0x5b3e0be0) <- Here we move 0x5b3e0be0 to EDX.
MOV(edx, eax) # Here we copy 0x5b3e0be0 to EAX as well.
SHL(edx, 0x7) # Bitshift 0x5b3e0be0 with 0x7 which results in 0x9f05f000
AND(edx, 0x9d2c5680) # AND 0x9f05f000 with 0x9d2c5680 which results in 0x9d045000
XOR(edx, eax) # XOR 0x9d045000 with original value 0x5b3e0be0 which results in 0xc63a5be0
My question is how to brute force and reverse this routine (i.e. transform 0xc63a5be0 back into 0x5b3e0be0)
One idea i had (which didn't work) was this using PeachPy implementation:
#Input values
MOV(esi, 0xffffffff) < Initial value to AND with, which will be decreased by 1 in a loop.
MOV(cl, 0x1) < Initial value to SHR with which will be increased by 1 until 0x1f.
MOV(eax, 0xc63a5be0) < Target result which I'm looking to get using the below loop.
MOV(edx, 0x5b3e0be0) < Input value which will be transformed.
sub_esi = peachpy.x86_64.Label()
with loop:
#End the loop if ESI = 0x0
TEST(esi, esi)
JZ(loop.end)
#Test the routine and check if it matches end result.
MOV(ebx, eax)
SHR(ebx, cl)
TEST(ebx, ebx)
JZ(sub_esi)
AND(ebx, esi)
XOR(ebx, eax)
CMP(ebx, edx)
JZ(loop.end)
#Add to the CL register which is used for SHR.
#Also check if we've reached the last potential value of CL which is 0x1f
ADD(cl, 0x1)
CMP(cl, 0x1f)
JNZ(loop.begin)
#Decrement ESI by 1, reset CL and restart routine.
peachpy.x86_64.LABEL(sub_esi)
SUB(esi, 0x1)
MOV(cl, 0x1)
JMP(loop.begin)
#The ESI result here will either be 0x0 or a valid value to AND with and get the necessary result.
RETURN(esi)
Maybe an article or a book you can recommend specific to this?
It's not lossy, the final operation is an XOR.
The whole routine can be modeled in C as
#define K 0x9d2c5680
uint32_t hash(uint32_t num)
{
return num ^ ( (num << 7) & K);
}
Now, if we have two bits x and y and the operation x XOR y, when y is zero the result is x.
So given two numbers n1 and n2 and considering their XOR, the bits or n1 that pairs with a zero in n2 would make it to the result unchanged (the others will be flipped).
So in considering num ^ ( (num << 7) & K) we can identify num with n1 and (num << 7) & K with n2.
Since n2 is an AND, we can tell that it must have at least the same zero bits that K has.
This means that each bit of num that corresponds to a zero bit in the constant K will make it unchanged into the result.
Thus, by extracting those bits from the result we already have a partial inverse function:
/*hash & ~K extracts the bits of hash that pair with a zero bit in K*/
partial_num = hash & ~K
Technically, the factor num << 7 would also introduce other zeros in the result of the AND. We know for sure that the lowest 7 bits must be zero.
However K already has the lowest 7 bits zero, so we cannot exploit this information.
So we will just use K here, but if its value were different you'd need to consider the AND (which, in practice, means to zero the lower 7 bits of K).
This leaves us with 13 bits unknown (the ones corresponding to the bits that are set in K).
If we forget about the AND for a moment, we would have x ^ (x << 7) meaning that
hi = numi for i from 0 to 6 inclusive
hi = numi ^ numi-7 for i from 7 to 31 inclusive
(The first line is due to the fact that the lower 7 bits of the right-hand are zero)
From this, starting from h7 and going up, we can retrive num7 as h7 ^ num0 = h7 ^ h0.
From bit 7 onward, the equality doesn't work and we need to use numk (for the suitable k) but luckily we already have computed its value in a previous step (that's why we start from lower to higher).
What the AND does to this is just restricting the values the index i runs in, specifically only to the bits that are set in K.
So to fill in the thirteen remaining bits one have to do:
part_num7 = h7 ^ part_num0
part_num9 = h9 ^ part_num2
part_num12 = h12 ^ part_num5
...
part_num31 = h31 ^ part_num24
Note that we exploited that fact that part_num0..6 = h0..6.
Here's a C program that inverts the function:
#include <stdio.h>
#include <stdint.h>
#define BIT(i, hash, result) ( (((result >> i) ^ (hash >> (i+7))) & 0x1) << (i+7) )
#define K 0x9d2c5680
uint32_t base_candidate(uint32_t hash)
{
uint32_t result = hash & ~K;
result |= BIT(0, hash, result);
result |= BIT(2, hash, result);
result |= BIT(3, hash, result);
result |= BIT(5, hash, result);
result |= BIT(7, hash, result);
result |= BIT(11, hash, result);
result |= BIT(12, hash, result);
result |= BIT(14, hash, result);
result |= BIT(17, hash, result);
result |= BIT(19, hash, result);
result |= BIT(20, hash, result);
result |= BIT(21, hash, result);
result |= BIT(24, hash, result);
return result;
}
uint32_t hash(uint32_t num)
{
return num ^ ( (num << 7) & K);
}
int main()
{
uint32_t tester = 0x5b3e0be0;
uint32_t candidate = base_candidate(hash(tester));
printf("candidate: %x, tester %x\n", candidate, tester);
return 0;
}
Since the original question was how to "bruteforce" instead of solve here's something that I eventually came up with which works just as well. Obviously its prone to errors depending on input (might be more than 1 result).
from peachpy import *
from peachpy.x86_64 import *
input = 0xc63a5be0
x = Argument(uint32_t)
with Function("DotProduct", (x,), uint32_t) as asm_function:
LOAD.ARGUMENT(edx, x) # EDX = 1b6fb67c
MOV(esi, 0xffffffff)
with Loop() as loop:
TEST(esi,esi)
JZ(loop.end)
MOV(eax, esi)
SHL(eax, 0x7)
AND(eax, 0x9d2c5680)
XOR(eax, esi)
CMP(eax, edx)
JZ(loop.end)
SUB(esi, 0x1)
JMP(loop.begin)
RETURN(esi)
#Read Assembler Return
abi = peachpy.x86_64.abi.detect()
encoded_function = asm_function.finalize(abi).encode()
python_function = encoded_function.load()
print(hex(python_function(input)))

how to encode 27 vector3's into a 0-256 value?

I have 27 combinations of 3 values from -1 to 1 of type:
Vector3(0,0,0);
Vector3(-1,0,0);
Vector3(0,-1,0);
Vector3(0,0,-1);
Vector3(-1,-1,0);
... up to
Vector3(0,1,1);
Vector3(1,1,1);
I need to convert them to and from a 8-bit sbyte / byte array.
One solution is to say the first digit, of the 256 = X the second digit is Y and the third is Z...
so
Vector3(-1,1,1) becomes 022,
Vector3(1,-1,-1) becomes 200,
Vector3(1,0,1) becomes 212...
I'd prefer to encode it in a more compact way, perhaps using bytes (which I am clueless about), because the above solution uses a lot of multiplications and round functions to decode, do you have some suggestions please? the other option is to write 27 if conditions to write the Vector3 combination to an array, it seems inefficient.
Thanks to Evil Tak for the guidance, i changed the code a bit to add 0-1 values to the first bit, and to adapt it for unity3d:
function Pack4(x:int,y:int,z:int,w:int):sbyte {
var b: sbyte = 0;
b |= (x + 1) << 6;
b |= (y + 1) << 4;
b |= (z + 1) << 2;
b |= (w + 1);
return b;
}
function unPack4(b:sbyte):Vector4 {
var v : Vector4;
v.x = ((b & 0xC0) >> 6) - 1; //0xC0 == 1100 0000
v.y = ((b & 0x30) >> 4) - 1; // 0x30 == 0011 0000
v.z = ((b & 0xC) >> 2) - 1; // 0xC == 0000 1100
v.w = (b & 0x3) - 1; // 0x3 == 0000 0011
return v;
}
I assume your values are float not integer
so bit operations will not improve speed too much in comparison to conversion to integer type. So my bet using full range will be better. I would do this for 3D case:
8 bit -> 256 values
3D -> pow(256,1/3) = ~ 6.349 values per dimension
6^3 = 216 < 256
So packing of (x,y,z) looks like this:
BYTE p;
p =floor((x+1.0)*3.0);
p+=floor((y+1.0)*3.0*6.0);
p+=floor((y+1.0)*3.0*6.0*6.0);
The idea is convert <-1,+1> to range <0,1> hence the +1.0 and *3.0 instead of *6.0 and then just multiply to the correct place in final BYTE.
and unpacking of p looks like this:
x=p%6; x=(x/3.0)-1.0; p/=6;
y=p%6; y=(y/3.0)-1.0; p/=6;
z=p%6; z=(z/3.0)-1.0;
This way you use 216 from 256 values which is much better then just 2 bits (4 values). Your 4D case would look similar just use instead 3.0,6.0 different constant floor(pow(256,1/4))=4 so use 2.0,4.0 but beware case when p=256 or use 2 bits per dimension and bit approach like the accepted answer does.
If you need real speed you can optimize this to force float representation holding result of packet BYTE to specific exponent and extract mantissa bits as your packed BYTE directly. As the result will be <0,216> you can add any bigger number to it. see IEEE 754-1985 for details but you want the mantissa to align with your BYTE so if you add to p number like 2^23 then the lowest 8 bit of float should be your packed value directly (as MSB 1 is not present in mantissa) so no expensive conversion is needed.
In case you got just {-1,0,+1} instead of <-1,+1>
then of coarse you should use integer approach like bit packing with 2 bits per dimension or use LUT table of all 3^3 = 27 possibilities and pack entire vector in 5 bits.
The encoding would look like this:
int enc[3][3][3] = { 0,1,2, ... 24,25,26 };
p=enc[x+1][y+1][z+1];
And decoding:
int dec[27][3] = { {-1,-1,-1},.....,{+1,+1,+1} };
x=dec[p][0];
y=dec[p][1];
z=dec[p][2];
Which should be fast enough and if you got many vectors you can pack the p into each 5 bits ... to save even more memory space
One way is to store the component of each vector in every 2 bits of a byte.
Converting a vector component value to and from the 2 bit stored form is as simple as adding and subtracting one, respectively.
-1 (1111 1111 as a signed byte) <-> 00 (in binary)
0 (0000 0000 in binary) <-> 01 (in binary)
1 (0000 0001 in binary) <-> 10 (in binary)
The packed 2 bit values can be stored in a byte in any order of your preference. I will use the following format: 00XXYYZZ where XX is the converted (packed) value of the X component, and so on. The 0s at the start aren't going to be used.
A vector will then be packed in a byte as follows:
byte Pack(Vector3<int> vector) {
byte b = 0;
b |= (vector.x + 1) << 4;
b |= (vector.y + 1) << 2;
b |= (vector.z + 1);
return b;
}
Unpacking a vector from its byte form will be as follows:
Vector3<int> Unpack(byte b) {
Vector3<int> v = new Vector<int>();
v.x = ((b & 0x30) >> 4) - 1; // 0x30 == 0011 0000
v.y = ((b & 0xC) >> 2) - 1; // 0xC == 0000 1100
v.z = (b & 0x3) - 1; // 0x3 == 0000 0011
return v;
}
Both the above methods assume that the input is valid, i.e. All components of vector in Pack are either -1, 0 or 1 and that all two-bit sections of b in Unpack have a (binary) value of either 00, 01 or 10.
Since this method uses bitwise operators, it is fast and efficient. If you wish to compress the data further, you could try using the 2 unused bits too, and convert every 3 two-bit elements processed to a vector.
The most compact way is by writing a 27 digits number in base 3 (using a shift -1 -> 0, 0 -> 1, 1 -> 2).
The value of this number will range from 0 to 3^27-1 = 7625597484987, which takes 43 bits to be encoded, i.e. 6 bytes (and 5 spare bits).
This is a little saving compared to a packed representation with 4 two-bit numbers packed in a byte (hence 7 bytes/56 bits in total).
An interesting variant is to group the base 3 digits five by five in bytes (hence numbers 0 to 242). You will still require 6 bytes (and no spare bits), but the decoding of the bytes can easily be hard-coded as a table of 243 entries.

Find the value used for XOR

I have the initial address and the output .. I need to find out what was used for XOR
129.94.5.93:46 XOR ????? == 10.165.7.201:14512
XOR has an interesting property that if you apply it to one of its operands and the result, you get the other operand back. In other words, if
r = a ^ b
then
b = r ^ a
where a and b are operands, and r is the result.
Hence, the data with which the original has been XOR-ed is
139.251.2.148:14494
Here is a short program in C# to produce this result from your data:
var a = new[] {129,94,5,93,46};
var b = new[] {10,165,7,201,14512};
var c = new int[a.Length];
for (int i = 0 ; i != a.Length ; i++) {
c[i] = a[i] ^ b[i];
Console.WriteLine("a={0} b={1} c={2} back={3}", a[i], b[i], c[i], c[i] ^ a[i]);
}
Here is a link to ideone showing this program in action.
XOR is a "reversible" function of sorts so:
A XOR B = C
A XOR C = B
therefore if you just XOR the 2 values that you do have you will be able to get the missing number
so
129.94.5.93:46 XOR X == 10.165.7.201:14512
x == 129.94.5.93:46 OXR 10.165.7.201:14512
The easiest way to figure this out is to look at the binary representation of each number (let's take the first number on each side):
129 = 10000001
XOR 139 = 10001011
======================
010 = 00001010
From this we can see that 129 XOR 139 == 10 is equivalent to 129 XOR 10 == 139.

How to find x mod 15 without using any Arithmetic Operations?

We are given a unsigned integer, suppose. And without using any arithmetic operators ie + - / * or %, we are to find x mod 15. We may use binary bit manipulations.
As far as I could go, I got this based on 2 points.
a = a mod 15 = a mod 16 for a<15
Let a = x mod 15
then a = x - 15k (for some non-negative k).
ie a = x - 16k + k...
ie a mod 16 = ( x mod 16 + k mod 16 ) mod 16
ie a mod 15 = ( x mod 16 + k mod 16 ) mod 16
ie a = ( x mod 16 + k mod 16 ) mod 16
OK. Now to implement this. A mod16 operations is basically & OxF. and k is basically x>>4
So a = ( x & OxF + (x>>4) & OxF ) & OxF.
It boils down to adding 2 4-bit numbers. Which can be done by bit expressions.
sum[0] = a[0] ^ b[0]
sum[1] = a[1] ^ b[1] ^ (a[0] & b[0])
...
and so on
This seems like cheating to me. I'm hoping for a more elegant solution
This reminds me of an old trick from base 10 called "casting out the 9s". This was used for checking the result of large sums performed by hand.
In this case 123 mod 9 = 1 + 2 + 3 mod 9 = 6.
This happens because 9 is one less than the base of the digits (10). (Proof omitted ;) )
So considering the number in base 16 (Hex). you should be able to do:
0xABCE123 mod 0xF = (0xA + 0xB + 0xC + 0xD + 0xE + 0x1 + 0x2 + 0x3 ) mod 0xF
= 0x42 mod 0xF
= 0x6
Now you'll still need to do some magic to make the additions disappear. But it gives the right answer.
UPDATE:
Heres a complete implementation in C++. The f lookup table takes pairs of digits to their sum mod 15. (which is the same as the byte mod 15). We then repack these results and reapply on half as much data each round.
#include <iostream>
uint8_t f[256]={
0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,0,
1,2,3,4,5,6,7,8,9,10,11,12,13,14,0,1,
2,3,4,5,6,7,8,9,10,11,12,13,14,0,1,2,
3,4,5,6,7,8,9,10,11,12,13,14,0,1,2,3,
4,5,6,7,8,9,10,11,12,13,14,0,1,2,3,4,
5,6,7,8,9,10,11,12,13,14,0,1,2,3,4,5,
6,7,8,9,10,11,12,13,14,0,1,2,3,4,5,6,
7,8,9,10,11,12,13,14,0,1,2,3,4,5,6,7,
8,9,10,11,12,13,14,0,1,2,3,4,5,6,7,8,
9,10,11,12,13,14,0,1,2,3,4,5,6,7,8,9,
10,11,12,13,14,0,1,2,3,4,5,6,7,8,9,10,
11,12,13,14,0,1,2,3,4,5,6,7,8,9,10,11,
12,13,14,0,1,2,3,4,5,6,7,8,9,10,11,12,
13,14,0,1,2,3,4,5,6,7,8,9,10,11,12,13,
14,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,
0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,0};
uint64_t mod15( uint64_t in_v )
{
uint8_t * in = (uint8_t*)&in_v;
// 12 34 56 78 12 34 56 78 => aa bb cc dd
in[0] = f[in[0]] | (f[in[1]]<<4);
in[1] = f[in[2]] | (f[in[3]]<<4);
in[2] = f[in[4]] | (f[in[5]]<<4);
in[3] = f[in[6]] | (f[in[7]]<<4);
// aa bb cc dd => AA BB
in[0] = f[in[0]] | (f[in[1]]<<4);
in[1] = f[in[2]] | (f[in[3]]<<4);
// AA BB => DD
in[0] = f[in[0]] | (f[in[1]]<<4);
// DD => D
return f[in[0]];
}
int main()
{
uint64_t x = 12313231;
std::cout<< mod15(x)<<" "<< (x%15)<<std::endl;
}
Your logic is somewhere flawed but I can't put a finger on it. Think about it yourself, your final formula operates on first 8 bits and ignores the rest. That could only be valid if the part you throw away (9+ bits) are always the multiplication of 15. However, in reality (in binary numbers) 9+ bits are always multiplications of 16 but not 15. For example try putting 1 0000 0000 and 11 0000 0000 in your formula. Your formula will give 0 as a result for both cases, while in reality the answer is 1 and 3.
In essense I'm almost sure that your task can not be solved without loops. And if you are allowed to use loops - then it's nothing easier than to implement bitwiseAdd function and do whatever you like with it.
Added:
Found your problem. Here it is:
... a = x - 15k (for some non-negative k).
... and k is basically x>>4
It equals x>>4 only by pure coincidence for some numbers. Take any big example, for instance x=11110000. By your calculation k = 15, while in reality it is k=16: 16*15 = 11110000.

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