OllyDBG intro

Posted: Tháng Năm 26, 2013 in Uncategorized
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OllyDBG intro

First of all, a question many people ask is: What is Olly? The answer is simple, really. Olly is an x86, 32bit debugger originally intended for developers who had problematic errors in their applications. It allowed them to go through their application step-by-step, monitoring most every action that the application took. And by doing so, this allowed them to find where the error actually happened in real-time, and made it much easier for them to fix it. Now you may be wondering, what does Olly have to do with you, then? Well, it has quite a lot to do with you, actually. Aside from the basics of the debugger, it is more widely used for the purposes of reverse engineering. The act of being able to walk through a program step-by-step makes it enormously easier to find things that normally you couldn’t (or rather, had a very hard time finding.) And at the same time, it allows us to go to things like conditional statements, and either change the condition, or change the whole statement, all in real-time without even having to recompile or restart the application.

So, first things first, let’s take a look at the interface, keeping in mind that I am using OllyDBG v2.01 Alpha 4. At the top portion of Olly, we have a long line of horizontal buttons that will save us having to even use the menus for the majority of the time. Let’s go ahead and take a second to give a brief explanation as to what each of these buttons does.

1. This is the Open button. As you’ve probably already guessed, it opens a file into Olly.
2. This is the Restart button. Fairly obvious, it restarts our executable.
3. This is the Close button. It closes down the executable we’re working with so we can load a new one.
4. This is the Run button. It starts our executable, so we can begin stepping through/analyzing it.
5. This is the Run Thread button. It does the same as above, but only runs the current thread.
6. This is the Pause button. It pauses out executable so we can look around or do other things.
7. This is the Step Into button. It steps down into the next line, or enters the current function.
8. This is the Step Over button. It does the same as above, but executes the function all at once, instead of going into it and stepping through each action.
9. This is the Trace Into button. Same premise as the Step Into button, but works with our run trace.
10. This is the Trace Over button. Same premise as the Step Over button, but works with our run trace.
11. This is the Execute Until Return button. It will keep stepping into the application until it hits a return, either from a function, or the application itself.
12. This is the Execute Until User Code button. It will keep stepping into the application until it hits code that is not part of the system functions.
(The following are windows.)
13. This is the Logger window. Pretty self-explanatory.
14. This is the Executable Modules window. This is very useful for switching to which portion of the application and/or its extensions/libraries you want to look through.
15. This is the Memory Map window. We can use this to find something specific in the memory space of the application. This is a good way to find the un-packed data inside a packed application.
16. This is the Window List. It usually shows us a list of window handles owned by our application. Also very useful.
17. This is the Threads window. This allows us to see and select which thread we want to work with, amongst other things.
18. This is the CPU window. This is where the core of the application is shown: the code. This is usually shown in Assembly code, and this is where we will do most of our work. In this window we can do anything from monitor the actions the application takes, to changing what the application will do next in real-time.
19. This is the Search Results window. Pretty self-explanatory.
20. This is the Run Trace window. This will be more useful later on, and is very helpful for tracing changed in certain things.
21. This is the Breakpoints window. This gives us a list of the breakpoints we currently have set, so we can just double click then to jump straight to that location in the memory. Very useful.
22. This is the Memory Breakpoints window. Pretty self-explanatory.
23. This is the Hardware Breakpoints window. Pretty self-explanatory.
24. This is the Options window. We can change lots of things related to Olly in here, including colors.

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