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Janet Denzel

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May 23, 2024, 2:52:26 PM5/23/24
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I'm doing some research on corrupted PE files and I wanted to hear your thoughts and experiences with them. I've been processing a ton of samples which are essentially corrupted Windows Portable Executable files. They will not run on XP or Windows 7 and they won't run on 32 bit or 64 bit. If I open them in a hex editor, it's very clear that they are missing entire header data structures, the MZ and surrounding data is missing or altered, etc... When I attempt to execute these .exe files, I get errors along the lines of "This is not a valid Windows executable" and/or "This executable cannot be run on this system, it may be designed for 64 bit and you are on a 32 bit or vice versa." Not verbatim but that's the general idea.Basically, I cannot get these to run or operate at all. So the question is, why do they exist? Are they files which could possibly come packaged with other files that when run, repair these files before loading them into memory as a sort of "obfuscated library file?" I feel like this is an unlikely scenario.

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Another possibility is, perhaps these files are made for a much older version of Windows? I've done some deep study of the PE file format though and am not aware of any previous PE format with altered headers, etc..

The PE format is actually backwards compatible with the old DOS EXE format (also called MZ-exe). That's why it has to start with the MZ signature. It's perfectly possible to have executables which have a complete DOS executable in the compatibility part (also called "stub") and Win32 one in the PE part (e.g. Windows 95 reg.exe was one such - it could run both in Windows and in DOS). The offset to the PE header, by the standard, is the dword value at offset 0x3C in the file. in your screenshot the value seems to be 0x9C0000. if there is no PE signature at 0x9C0000 (or it's outside of the file), it means the file is not a PE, but either some other kind of MZ extension format (e.g. NE for Win16 or OS/2) or simply a plain DOS file. You can try running it in DOSBox or another DOS environment, or use a disassembler which handles DOS-MZ (e.g. IDA)

These are probably either files corrupted during their copy over the network or storage (this does happen rarely). They may be files built for certain versions of Windows and therefore inoperable with newer versions.

Window's PE loader change between major windows versions, and such documented and undocumented limitations might apply to executing a PE file, especially if the PE has some format edge cases, which might be the case if done intentionally.

Depending on the source, for example, different hypotheses might arise: for example, the malware industry has multiple feed providers and some of them tend to label corrupt PE files as malware, or extract PE resources from different places (an exploit pack, a dropper) with those corruptions.It might be that the PE was damaged in memory and a dropper was about to fix and drop, but some kind of automatic unpacking environment dumped the corrupt PE from memory before the dropper had the chance to fix that.

An OpenGL Loading Library is a library that loads pointers to OpenGL functions at runtime, core as well as extensions. This is required to access functions from OpenGL versions above 1.1 on most platforms. Extension loading libraries also abstracts away the difference between the loading mechanisms on different platforms.

Most extension loading libraries override the need to include gl.h at all. Instead, they provide their own header that must be used. Most extension loading libraries use code generation to construct the code that loads the function pointers and the included headers. Information is available if you wish to perform this manually, but you are encouraged to use one of these libraries yourself.

As with most other loaders, you should not include gl.h, glext.h, or any other gl related header file before glew.h, otherwise you'll get an error message that you have included gl.h before glew.h. In fact, you shouldn't be including gl.h at all; glew.h replaces it.

GLEW also provides wglew.h which provides Windows specific GL functions (wgl functions). If you include wglext.h before wglew.h, GLEW will complain. GLEW also provides glxew.h for X windows systems. If you include glxext.h before glxew.h, GLEW will complain.

GLEW up to version 1.13.0 has a problem with core contexts. It calls glGetString(GL_EXTENSIONS), which causes GL_INVALID_ENUM on GL 3.2+ core context as soon as glewInit() is called. It also doesn't fetch the function pointers. GLEW version 2.0.0+ uses glGetStringi instead. The only fix for earlier versions is to use glewExperimental:

GL3W relies on a Python script for its code generation. Unlike other extension loaders, GL3W actually does the code generation on your machine. This is based on downloading and parsing the glcorearb.h file from the OpenGL Registry website.

On the one hand, this means that it is always up-to-date. On the other hand, this also makes it beholden to the format of glcorearb.h (which has no true format), as well as requiring that the user of GL3W have a Python installation.

Galogen is a GL loader generator in the spirit of glLoadGen, but with no additional dependencies (like Lua). Given an API version and a list of extensions, Galogen will produce corresponding headers and code that load the exact OpenGL entry points you need. The produced code can then be used directly by your C or C++ application, without having to link against any additional libraries. Galogen uses the official Khronos OpenGL Registry as its source of truth, thus ensuring that the produced code always corresponds to the latest specifications. An in-browser version of Galogen is also available.

Glad is pretty similiar to glLoadGen, it generates a loader for your exact needs based on the official specifications from the Khronos SVN. This means they are always up to date! It was written in a way that you can easily extend it to other languages (e.g. at the date of writing this there are 4 different code generating backends).

You can use the glad website to generate a loader for your needs, download it and use it in your project. Another method of using glad is cloning/downloading the repository and generating your own loader. The tool itself is pretty easy to use and works with any Python version above 2.6, you can also include the source directly into your CMake project.

Glad gives you the option to also generate a very basic loader (similiar to gl3w or glxw), but it is recommended to use the loading function provided by your context creation framework, like glfwGetProcAddress. Here is how it looks:

Glad is able to generate a debugging header, which allows you to hook into your OpenGL calls really easily using glad_set_pre_callback and glad_set_post_callback, you can find a more detailed guide on the github repository.

The Unofficial OpenGL SDK includes a component for loading OpenGL functions. This component, called GL Load, has a C and C++ interface for loading OpenGL functions. It also provides different headers for different OpenGL versions. It even has headers that remove compatibility enums and functions for versions of OpenGL 3.1 or greater.

glbinding is a new, generated, cross-platform C++ binding for OpenGL which is solely based on the new xml-based OpenGL API specification (gl.xml). It leverages modern C++11 features like enum classes, lambdas, and variadic templates, instead of relying on macros (all OpenGL symbols are real functions and variables). It provides type-safe parameters, per feature API header, lazy function resolution, multi-context and multi-thread support, global function callbacks, meta information about the generated OpenGL binding and the OpenGL runtime, as well as multiple examples for quick-starting your projects.

While there is activity in the Git repository on Sourceforge, there has not been a new official version and distribution in years. The recent activity could represent a project coming back, but currently you would be better advised to look elsewhere for an OpenGL loader.

The Windows Boot Manager (BOOTMGR) is the bootloader provided by Microsoft for Windows NT versions starting with Windows Vista and Windows Server 2008. It is the first program launched by the BIOS or UEFI of the computer and is responsible for loading the rest of Windows.[1] It replaced the NTLDR present in older versions of Windows.

The boot sector or UEFI loads the Windows Boot Manager (a file named BOOTMGR on either the system or the boot partition), accesses the Boot Configuration Data store and uses the information to load the operating system through winload.exe or winresume.exe.[2]

On system with BIOS firmware, the BIOS invokes MBR boot code from a hard disk drive at startup. The MBR boot code and the VBR boot code are OS-specific. In Microsoft Windows, the MBR boot code tries to find an active partition (the MBR is only 512 bytes), then executes the VBR boot code of an active partition. The VBR boot code tries to find and execute the bootmgr file from an active partition.[3]

Once launched the Windows Boot Manager reads the Boot Configuration Data to determine what operating systems are present and if it should present the user with a menu allowing them to select which operating system to boot. Before Windows Vista, this data was contained in .mw-parser-output .monospacedfont-family:monospace,monospaceboot.ini.

If the computer has recently hibernated, then bootmgr will instead invoke winresume.exe. In UEFI systems, the file is called winresume.efi and is always located at \windows\system32 or \windows\system32\boot.[4]

Boot Configuration Data is stored in a data file that has the same format as Windows Registry hives and is eventually mounted at registry key HKEY_LOCAL_MACHINE\BCD00000[6] (with restricted permissions[7]). For UEFI boot, the file is located at /EFI/Microsoft/Boot/BCD on the EFI System Partition. For traditional BIOS boot, the file is at /boot/BCD on the active partition.[8]

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