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-->]OO[::::[ Assembly language programing and virri ]:::::[OO--[ by Bodie ]--
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Part 1

A lot of people think that writting virii is a hard thing to do, the truth
is, it's reletivly easy, but it does take a bit of assembly language
knowlege.  In this file i will show ya a little assembly programming and how
to make a simple virus (so all you script kiddies out there can also create
something like mellisa - the kewlest peice of programming on the face of the
planet :))   But learning assembly language doesn't have to be a completely
impossible task, although it probably is a little harder than learing your
average C clone.  To understand this you will need a basic knowlege of binary
numbers. This isn't hard really.  One person once said to me, "languages are
like druggies, the higher they are, the easier they are to get on with, but
the less use they are to you :)"

Assembly language is more than that though, it gets to the centre of the
hacker mentality, it allows you to screw with the exact working of the
computer, some say you can't be a hacker unless you know assembly language, I
disagree but hacking is about making a computer do something it isn't
supposed to do, and how can ya do that unless you know exactly how things are
working inside the computer?

BASICS
Assembly language programming is different depending on which processor you
have, but I know the intel chips best, so i will write this for those chips,
for other chips the instructions may be totally different.  

REGISTERS
To learn Assembly language you need a basic understanding of the design of
the chip that your writing for.  An intel chip is made up of things called
registers.  These are places in a chip where a number can be stored and
manipulated.  There are four types of registers, general purpose registers,
index registers, segment registers and stack registers.  The first type is
the general purpose registers.  There are 4 general purpose registers, EAX,
EBX, ECX and EDX.  These are 32-bit registers.  These registers can be split
up into smaller 16-bit registers called, AX, BX, CX and DX, and these can be
further split into 8-bit registers called [A-D]H and [A-D]L.  They are
arrange mainly like this.

<-------------E[A-D]X------------>
 _________________________________
|        |        |               |
| [A-D]L | [A-D]H |               |
|________|________|_______________|
<-----[A-D]X----->

The next type of register is called a Stack Register.  There are 2 stack
registers, called BP and SP, as you might have guessed, these are used mainly
on the stack.  SP is the stack pointer, it tells you where the next item on
the stack is place, but more on that later.

Index Registers are used to hold data on the current program running.  IP is
the most important of these, as it tells the computer where the next
instruction to be executed is located.  You can't directly mainpulate it
(that means you can't put a number directly into it - althought there are
other ways of having fun with it :)) Other index registers are
EDI(Destination index) and ESI(source index) Again these can be split into SI
and DI, but unlike general purpose registers, they can't be split any
further.

Segment and offset registers are responsible for accessing memory locations.
This is an system that has been left over for compatability with older 16-bit
chips, because in a 16-bit register, you could only access 32K memory
locations, the chip designers devised a way to use 2 registers to access a
memory location, this allows you to access enough memory for almost anyone.
The segment is the lower half of the location and it can be held in any
segment register.  These are CS, DS, ES, SS, FS and GS. The offset can be
held in any general purpose register.

THE STACK
Another place to store data is on the stack.  Like the name suggests, this is
just an area where the data is piled when you need to clear a register for
something else, but still need the data to be retrieved later.  The stack
works on a 'last in, first out' (LIFO) principal.  This means that the last
item of data to be put on to the stack is the first to come off, when you
take data from the stack.  When you put an item of data on to the stack it
goes on the highest memory location available in the stack, and then the
stack pointer (SP) is set to point to the last item put onto the stack.  This
is so that the computer knows where the last item is located.  The stack is
arranged like this.

               ___________
              |           |   
              |           |
              | data (1)  |
              |___________|
              |           |
              |           |
              | data (2)  |
              |___________|      <--------Stack Pointer (SP)
              |           |
              |           |
              |           |
              | Free      |
              | Space     |
              |           |
              |           |
              |___________|      <--------Stack Segment (SS)

In this example, data 3 would be the first to be returned when a process is
accessing the stack, this is because data 2 was the last item to be put on
the stack.  If another item was to be put on the stack it would be put into
the free space area and the stack pointer would be moved to represnt this.
This would then be the first irem to be returned.

VARIABLES
Variables are easily defined in assembly language, just like any other
language.  The way to do it is

[variable_name] [type] [value]

a comman usage of this would be:

hello db "hello!!!$"        ; sets a variable of type db to "hello"

all strings in assembly language have to be terminated with a $ symbol.  The
variable type we are using is db, this is the common type for strings like
this, there are other variable types, i will tell you these later.

SOME INSTRUCTIONS
The structure of an assembly language program is very different from the
structure of a program in a higher level language.  It consists of a series
of 1 line instructions.  Some instructions are:

MOV [destination] [source]
The destination has to be a register, but the source can be either an
imediate value or the contents of another register.

mov ax 10      ; moves the value 10 into the register ax
mov bx cx      ; moves the value of the register cx into bx

the ; represents the end of an instruction.  anything after this is a comment

PUSH [data]
Puts data onto the stack

POP [register or variable]
puts the first value on the stack into the register or variable

push ax        ; puts the value of ax onto the stack
push bx        ; puts the value of bx onto the stack
pop ax         ; puts the first value on the stack into ax
pop bx         ; puts he next value on the stack into bx

This program would swap the values of registers ax and bx.

INT [number] 
this is a command which calls an interupt from either DOS or the BIOS.  This
allows you to do things like write to the screen or opening a file or
something.  There may be several subroutines that can be called from each
interupt number.  These are distinguished between by using the register ah.

mov ah 9          ; this tells the int command to call subroutine 9 from the
                    interupt
int 21h           ; this calls interupt 21, which is the standard DOS
                    interupt

In this program subroutine 9 tells the system to print something to the
screen.  More on this later.

>From this we can write our first program.
-------------------cut here--------------------
printed db "hello fucker$"   ; creates the variable 'printed'
mov dx OFFSET printed       ; sets dx to the offset of the variable 'printed'
mov ax SEG printed          ; sets ax to the offset of the variable 'printed'
mov ds ax                   ; moves ax (containing the segment) to ds - because
                            ; ds the main segent register this now means that
                            ; ds:dx is pointing to the variable 'printed'
mov ah 9;
int 21                      ; this prints our message to the screen
mov ah 4c00h;
int 21h                     ; this executes subroutine 4c00 in 21h, this ends the program
END; this ends the program
-------------------cut here--------------------

This is the simplest program in assembly language.  It just prints the
message "hello" to the screen.  All strings in assembly language have to be
terminated with the $ charicter

Like in most other languages, you can define procedures in assembly language.
You do this like this 

.
.
[Code]
.
.
.
.
procedure_name:
.
.
.
.

Where procedure_name would be the name you give to the procedure.  To call a
procedure in assemble language you have to use a jump command, these are
several of these but the most basic is simply

jmp [procedure]

this simply takes you to that procedure.  There are different kinds of jump
statements though, these act rather like if statements in other languages,
and allow control flow in the program.  With conditional jumps, there has to
be a way of comparing values.  This is the cmp command.  It works like this

cmp ah,5  ; is ax == 5?
jne no    ; if it isn't 5, jump to the procedure 'no'

there are many different jump statements that use the compare command.  Here
is a list of some of them

JA: Jump if the first number was above the second number
JB: Jump if the first number was below the second number
JE: Jump if both numbers were equal
JAE: Jump if the first number was above or equal to the second number
JBE: Jump if the first number was below or equal to the second number
JNA: Jump if the first number was not above the second number
JNB: Jump if the first number was not below the second number
JNE: Jumps if both numbers were not equal
JNAE: Jump if the first number was not above or equal to the second number
JNBE: Jump if the first number was not below or equal to the second number

There are other jump commands but these are the most common ones.

Next time I'll show you how to write some basic programs and generally play
about with the language.  Keep reading
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