Vulnerabilities are like good ideas - you’re rarely the first one dealing with it. Some vulnerabilities are almost classic, so I’ll proudly present: 7 old but surprisingly useful bugs that might also affect YOUR device.
In this series of articles, I will talk about the design, implementation and fall of an optical media authentication used on a popular, but past, gaming console. I will show that it’s possible to reverse engineer such stuff without access to expensive equipment or insider information.While I will not talk about practical implementation of attacks against the discussed scheme, I will show that this has been done, and I will analyze how this has been done. More after the break.
I’m proud to present:
Triangles on the 360, MANY OF THEM - about 40 million per second, or even more if you write clever code. (But this is not a depth of field, just a blurry screenshot ;)
I finally polished my GPU stuff far enough so I can risk a release. You need to compile your shaders, so you need Tser’s shader compiler (which uses part of the windows XNA libraries).
The WhatsInside post from January was not an incidental post. It is actually snapshot of a much longer forensic investigation to find the ground truth behind some of the technology behind Tektronix’ scope accessories.
I apologize for the lack of updates. Yeah, I’m sorry. But this time, I’ve got a proper excuse!
I recently discovered an almost undocumented function in Xilinx ISE: the Xilinx virtual cable driver. It’s basically “a platform cable without a platform cable” (as marcan said so nicely) - it allows you use Impact (and Chipscope, and all other tools) over TCP/IP.