Tags: beginner_friendly indepth
Rating: 5.0
# ARMssembly 1
Category: Reverse Engineering
AUTHOR: PRANAY GARG
**Disclaimer! I do not own the challenge file!**
## Description
```
For what argument does this program print `win` with variables 68, 2 and 3? File: chall_1.S
Flag format: picoCTF{XXXXXXXX} -> (hex, lowercase, no 0x, and 32 bits. ex. 5614267 would be picoCTF{0055aabb})
```
## Going through the functions
Yet again we have a `chall_1.S` arm assembly file, so time to look at the functions and go through it.
```
func:
sub sp, sp, #32
str w0, [sp, 12]
mov w0, 68
str w0, [sp, 16]
mov w0, 2
str w0, [sp, 20]
mov w0, 3
str w0, [sp, 24]
ldr w0, [sp, 20]
ldr w1, [sp, 16]
lsl w0, w1, w0
str w0, [sp, 28]
ldr w1, [sp, 28]
ldr w0, [sp, 24]
sdiv w0, w1, w0
str w0, [sp, 28]
ldr w1, [sp, 28]
ldr w0, [sp, 12]
sub w0, w1, w0
str w0, [sp, 28]
ldr w0, [sp, 28]
add sp, sp, 32
ret
.size func, .-func
.section .rodata
.align 3
```
Right, well that is pretty big. Maybe we can go through it piece by piece, like start with the stores.
```
sub sp, sp, #32
str w0, [sp, 12]
mov w0, 68
str w0, [sp, 16]
mov w0, 2
str w0, [sp, 20]
mov w0, 3
str w0, [sp, 24]
```
So first we make space on the stack for the variables. Our user input is stored on the `stack at offset 12`, next the `mov` instruction is called.
```
mov w0, 68
```
The value `68` is moved into `w0`. This is a very easy and straight forward instruction. Going on this value is stored on the `stack at offset 16`. So going on like this, we get:
```
stack + 12 = user input
stack + 16 = 68
stack + 20 = 2
stack + 24 = 3
```
Now that we know where everything on the stack is, we can move on.
```
ldr w0, [sp, 20]
ldr w1, [sp, 16]
lsl w0, w1, w0
str w0, [sp, 28]
```
Now `load the number 2 into w0` and `load 68 into w1`. Then the `lsl` instruction is called, which is a left bit shift and store, with the following syntax:
```
lsl x,y,z
```
Shift the value in `y` by `z` and store the result in `x`. A demonstration of the bit shift ( >> or << in most languages):
```
12 in binary is 00001100 (padded to 8bits)
now 00001100 << 2 (logical left shift 2)
take 00001100 move it two bits to the left like so:
00001100 << 2 = 00110000
Convert to decimal = 48
```
Now that we know all this, we can yet again move on.
```
ldr w1, [sp, 28]
ldr w0, [sp, 24]
sdiv w0, w1, w0
str w0, [sp, 28]
```
Start by `loading the value 272 from stack + 28 into w0` (the result of the bit shift!) and `load 3 from stack + 24 into w1`. Next up, the `sdiv` instruction.
```
sdiv x,y,z
```
Divide `y` by `z` and store in `x`. So in our case `272 // 3 = 90`. And store `90 on the stack + 28`. To keep track of values, here's another listing:
```
stack + 12 = user input
stack + 16 = 68
stack + 20 = 2
stack + 24 = 3
stack + 28 = 90
```
Good, moving on:
```
ldr w1, [sp, 28]
ldr w0, [sp, 12]
sub w0, w1, w0
str w0, [sp, 28]
ldr w0, [sp, 28]
add sp, sp, 32
ret
```
And finally `load 90 into w1`, `load the user input into w0` and `substract 90 - user input`. Store the result of this in `stack + 28` and `load that result back into w0`. Return.
## Going into main
```
main:
stp x29, x30, [sp, -48]!
add x29, sp, 0
str w0, [x29, 28]
str x1, [x29, 16]
ldr x0, [x29, 16]
add x0, x0, 8
ldr x0, [x0]
bl atoi
str w0, [x29, 44]
ldr w0, [x29, 44]
bl func
cmp w0, 0 <----------
bne .L4
adrp x0, .LC0
add x0, x0, :lo12:.LC0
bl puts
b .L6
```
Notice the `cmp` instruction. We want the `w0` variable to be `0`! If it's not, we branch to `.L4` which branches to `.L1`, and we don't want the result to be `.L1` but `.L0`:
```
.LC0:
.string "You win!"
.align 3
.LC1:
.string "You Lose :("
.text
.align 2
.global main
.type main, %function
```
## Solving
So what is the important part? Where does our input come into play?
```
sub w0, w1, w0
```
Here. We want the result of this substraction to be `0`. And since `w1` is 90, we want to input 90! Convert that to hex and make it 32 bits.
```
picoCTF{0000005a}
```