Im trying to find the key for this safe
public start
start proc near
push cs
pop es
assume es:seg000
int 87h ; used by BASIC while in interpreter
push ax
mov bx, ax
and bx, 5555h
and ax, 0AAAAh
shr ax, 1
add ax, bx
mov bx, ax
and bx, 3333h
and ax, 0CCCCh
mov cl, 2
shr ax, cl
add ax, bx
mov bx, ax
and bx, 0F0Fh
and ax, 0F0F0h
shl cl, 1
shr ax, cl
add bx, ax
add bh, bl
mov bl, 10h
pop ax
mov [bx], ax
loc_137:
jmp short loc_137
start endp
seg000 ends
end start
I thing that I can get the address of the code from ax register, the safe saves the address of the next instruction in address which stored in bx ( mov [bx], ax). The last part of the address is 10h but I an get the first part. How can I crack this safe?
THE RULES
The simulation of a safe and key is done inside the Core Wars 8086 engine. The rules are:
The survivors cannot place a load on fixed addresses, because the game engine loads them every turn to a random address. The programs that are generated must be COM and not EXEs and contain only 8086 instructions.
Each survivor receives a set of its own complete registers (registers), which is not accessible to the other survivors. In addition, each survivor has a "personal" stack of 2048 bytes, which is also inaccessible to the other survivors.
Before running the first round of the game, the game engine initializes all the bytes in the arena to the value 0CCh (note: this byte value is an "unsupported" instruction - details below). The engine then loads each survivor to a random location in the arena memory, ie - copies the contents of the survivor file exactly as it is. The distance between two survivors, as well as the distance between the survivor and the edge of the arena, is guaranteed to be at least 1024 bytes. The code for each survivor has a maximum of 512 bytes.
Before the first round, the game engine initializes the registers (of each survivor) to the following values:
BX, CX, DX, SI, DI, BP - Reset. Flags - Reset. AX, IP - The position of the initial survivor, the random offset in the arena to which the survivor is loaded by the game engine. CS, DS - The segment of the arena common to all survivors. ES - A segment (segment) for the memory shared by survivors of the same group (see Advanced Techniques ). SS - Beginning section of the personal stack of the survivor. SP - Offset The start of the personal stack of the survivor. At this point the game begins in rounds, with each round running the game engine running the next instruction of each survivor, until the end of the game: after 200,000 rounds, or when a single survivor remains in the arena. The order in which the survivors will play in each round is determined at the beginning of the game at random, and does not change during it.
A survivor is disqualified in the following cases:
Running an illegal instruction (example: byte 060h that does not translate into any assembly instruction). Running an "unsupported" instruction by the game engine (example: "INT 021h"). The game engine prevents running instructions that try to initiate direct communication with the operating system or computer hardware. Attempt to access memory that is not within the realm of the arena, and not within the realm of the "personal" stack of the survivor. Attacking other survivors is done by writing information about their code in the arena memory (in order to get them to perform one of the above three actions), and consequently to disqualify them. Earlier, therefore, one has to find where they are hiding :)