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238 lines
7.2 KiB
Markdown
238 lines
7.2 KiB
Markdown
[← Home](../README.md) · [Reverse Engineering](README.md)
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# RE Methodology — AmigaOS HUNK Binaries
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## Phase 1: Initial Triage
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### 1.1 Identify the File Type
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```bash
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xxd target.library | head -4
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```
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| First 4 bytes | Type |
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|---|---|
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| `00 00 03 F3` | Executable (HUNK_HEADER) |
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| `00 00 03 E7` | Object file (HUNK_UNIT) |
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| `70 FF 60 FA` | Resident tag (RomTag) |
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### 1.2 Dump HUNK Structure
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```bash
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hunkinfo target.library
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```
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Expected output:
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```
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Hunk 0: CODE size=$1234 offset=$00012000
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Hunk 1: DATA size=$0200 offset=$00013240
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Hunk 2: BSS size=$0400
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Symbols: 45
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Relocs: 127
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```
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### 1.3 Verify Library Header
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For a `.library` file, hunk 0 should start with a `RomTag` (resident module tag):
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```
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$4AFC ; RT_MATCHWORD (hex: MOVEQ #0, D0 in context)
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```
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Real `RomTag` starts at word `$4AFC`:
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```asm
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_romtag:
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DC.W RTC_MATCHWORD ; $4AFC
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DC.L _romtag ; RT_MATCHTAG (self-pointer)
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DC.L _endskip ; RT_ENDSKIP
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DC.B RTF_AUTOINIT ; RT_FLAGS
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DC.B VERSION ; RT_VERSION
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DC.B NT_LIBRARY ; RT_TYPE
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DC.B PRIORITY ; RT_PRI
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DC.L _libname ; RT_NAME
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DC.L _idstring ; RT_IDSTRING
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DC.L _inittable ; RT_INIT (or function)
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```
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---
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## Phase 2: Load in IDA Pro
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### 2.1 Load the File
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File → New → select the binary → select "Amiga HUNK" format (or m68k raw if plugin not available).
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If using the HUNK plugin:
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- Hunks are mapped to segments: `CODE0`, `DATA0`, `BSS0`, etc.
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- HUNK_SYMBOL entries become IDA names automatically
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- HUNK_RELOC32 become IDA fixups
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> [!NOTE]
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> **Alternative: Native Disassemblers**
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> If you are working directly on an Amiga or via emulation (WinUAE), native tools are highly effective:
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> - **Interactive Disassemblers**: *ReSource* allows for interactive tracing and is well-aware of AmigaOS structures.
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> - **Command-line Disassemblers**: *IRA* (Interactive Reassembler) is excellent for generating re-assemblable source code from HUNK binaries.
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> - **Assembler Environments**: *AsmOne* provides a fully integrated debugging, disassembling, and patching environment.
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### 2.2 Set Processor
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`Options → General → Processor type = Motorola 680x0`
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For A1200/A4000 targets, enable `68020` or `68040` instruction sets.
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### 2.3 Apply Library Type Information
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Load the AmigaOS TIL (Type Information Library) if available:
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- `File → Load file → FLIRT signature file` — use Amiga-specific FLIRT sigs
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- Or manually: `View → Open Subviews → Type Libraries` → load `amigaos.til`
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---
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## Phase 3: Locate the Library Base
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For a `.library` file, the library base is created by `MakeLibrary()` at runtime. In the static binary, look for:
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```asm
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; InitTable for the library:
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DC.L _libsize ; LIB_POSSIZE (struct size)
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DC.L _funcTable ; function array pointer
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DC.L _dataTable ; data init table (or NULL)
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DC.L _initCode ; init function
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```
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The function table is an array of absolute function pointers terminated by `-1`:
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```asm
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_funcTable:
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DC.L _Open
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DC.L _Close
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DC.L _Expunge
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DC.L _Reserved
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DC.L _MyFunc1
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DC.L _MyFunc2
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...
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DC.L -1 ; terminator
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```
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This is the easiest way to find all library functions from the static binary.
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---
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## Phase 4: Identify Calling Conventions
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### 4.1 Find Library Calls
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Search for the pattern `JSR -N(A6)` or `JSR -N(A5)` (some code uses A5):
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In IDA, search for instruction text: `jsr -`
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Each hit is a library call. The register `A6` (or A5) holds the library base at that point.
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### 4.2 Trace Library Base
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Trace backwards from the JSR to find where A6 was loaded:
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```asm
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MOVEA.L _DOSBase, A6 ; most common: global variable
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JSR -48(A6) ; Write
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MOVEA.L D0, A6 ; from return value of OpenLibrary
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JSR -30(A6) ; Open
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MOVEA.L 4.W, A6 ; SysBase directly
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JSR -198(A6) ; AllocMem
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```
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### 4.3 Resolve the LVO
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```python
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# IDA Python: resolve a JSR -N(A6) to a function name
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def resolve_lvo(ea):
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insn = idc.print_insn_mnem(ea)
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if insn not in ('jsr', 'JSR'):
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return
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op = idc.print_operand(ea, 0)
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# op looks like "-48(A6)" or "-552(a6)"
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import re
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m = re.match(r'(-?\d+)\(A6\)', op, re.IGNORECASE)
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if m:
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lvo = int(m.group(1))
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# Look up in your LVO table
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name = LVO_TABLE.get(lvo, f"unknown_lvo_{-lvo}")
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idc.set_cmt(ea, f"→ {name} LVO={lvo}", 0)
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```
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---
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## Phase 5: Annotate and Name
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### 5.1 Apply Library Function Names
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Using the LVO tables from [lvo_table.md](../04_linking_and_libraries/lvo_table.md), annotate each JSR:
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```python
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# IDA script: annotate all JSR -N(A6) calls in exec context
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import idautils, idc, idaapi
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EXEC_LVOS = {
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-198: "AllocMem",
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-210: "FreeMem",
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-282: "AddTask",
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-552: "OpenLibrary",
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# ... (full table from lvo_table.md)
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}
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for ea in idautils.CodeRefsTo(idc.get_name_ea_simple("_SysBase"), 0):
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# For each reference to SysBase load, find subsequent JSR
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pass # implement full trace
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```
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### 5.2 Name Functions
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After resolving all library calls in a function, it becomes clear what the function does. Apply a meaningful name:
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```
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IDA: Press N on a function → rename to descriptive identifier
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```
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### 5.3 Define Structures
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Apply AmigaOS structure types:
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- `View → Open Subviews → Local Types` → import from AmigaOS headers
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- Or manually define: `ExecBase`, `DosLibrary`, `MsgPort`, etc.
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---
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## Phase 6: Patch Analysis
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Look for evidence of `SetFunction` patching:
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1. JMP table entries pointing outside the library code segment
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2. `LIBF_CHANGED` bit set in `lib_Flags`
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3. Functions that immediately JSR to a stored old-function address
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Look for timer/protection mechanisms:
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1. Calls to `dos.library CurrentTime()` or `timer.device`
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2. CIA timer reads (`$BFDE00` area)
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3. Comparison of tick counts with a threshold
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---
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## Limitations: The Decompilation Problem
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While decompilation (generating C/C++ source code from assembly) is a common modern RE workflow via Hex-Rays or Ghidra, the Amiga ecosystem presents severe challenges for decompilation:
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- **Heavy reliance on hand-written assembly**: Many Amiga games and demos eschewed C compilers entirely. Decompiling highly optimized 68000 assembly that uses custom chip registers directly into C yields poor, unreadable results.
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- **Custom Calling Conventions**: Unlike modern standard ABIs (e.g., cdecl, fastcall), Amiga software frequently used register-based arguments (e.g., D0-D1 for data, A0-A1 for pointers) tailored to specific routines.
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> [!NOTE]
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> **Historical Context**
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> Straightforward decompilation of Amiga games is largely a myth. Successful "decompilation" projects, such as Tom Morton's *GLFrontier* (a port of the Atari ST/Amiga game *Frontier*), rely heavily on custom-built decompilation solutions tailored precisely to the game's specific binary patterns, rather than generic tools.
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---
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## References
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- [ida_setup.md](ida_setup.md) — IDA configuration details
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- [compiler_fingerprints.md](compiler_fingerprints.md) — compiler identification
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- [lvo_table.md](../04_linking_and_libraries/lvo_table.md) — complete LVO tables
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- [code_vs_data_disambiguation.md](static/code_vs_data_disambiguation.md) — distinguishing code bytes from data
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- NDK39: all `.fd` and `include/` files
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