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Author Topic: Progress on Windows Logon Background Hacking  (Read 15455 times)

Dakusan

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Progress on Windows Logon Background Hacking
« on: August 03, 2013, 07:21:36 pm »


Since my last post, I’ve made some progress in my spare time on working out how the windows logon screen displays the background. I’ve gotten to try out a lot of new tools, since I haven’t done anything like this in over 10 years, and quite frankly, I’m mostly disappointed. All the tools I already had seem to do the job better than anything new I could find (though, granted, I need to learn WinDBG more). So at this point I can debug the dll, while it’s running live in Windows, via the following process:
  1. Run the Windows Terminal Services hack (WinXP version explanation) so you can have multiple desktops running at once on the virtual machine, which makes things a little easier, but is not necessary.
  2. Make a backup of C:\Windows\System32\LogonUI.exe and made it editable (see previous post for risks and further info).
  3. Add an INT3 interrupt breakpoint near the beginning of LogonUI.exe. I just changed the first conditional jump in the dll startup code that is supposed to fail to an INT3, padded with NOPs.
  4. Set OllyDbg as the JIT debugger, so whenever LoginUI.exe is run and hits the interrupt, it automatically spawns OllyDbg and is attached.
  5. Tell windows to lock itself (Start>Shut Down>Lock [if available] or Win+L).
  6. As soon as OllyDbg is spawned with LoginUI.exe attached, also attach winlogon.exe in another debugger and keep it paused so it doesn’t keep trying to respawn LoginUI.exe when your attached copy doesn’t respond.

It would be nice if I could find an [easy] way to make a spawned process automatically go into my debugger without the need to add an interrupt, especially to a remote debugger, but oh well.

So my plan of action after this is to:
  1. Get the handle or memory location of where the image is stored by monitoring the GDI calls made after the text reference to C:\Windows\System32\oobe\info\backgrounds\backgroundDefault.jpg .
  2. Put a hardware breakpoint on that memory location/handle and find where it is used to draw to the screen background.
  3. At that point, the GDI call could be manipulated to not shrink the image to the primary monitor (easy), or multiple GDI calls could be made to each monitor for all the images (much harder).
The image might actually be shrunk before it is stored in memory too, though from what I’ve gleamed from the disassembly so far, I do not believe this to be the case.

More to come if and when I make progress.
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