Skip to content

nalsakas/pe

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

63 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

NASM PE MACROS

Contact: [email protected]
License: GPL v2

TABLE OF CONTENTS

  1. INRODUCTION
  2. [VA()/RVA() MACROS](#VA()/RVA() MACROS)
  3. [FLAT MODEL](#FLAT MODEL)
  4. [IMPORT MACROS](#IMPORT MACROS)
  5. [EXPORT MACROS](#EXPORT MACROS)
  6. [RESOURCE MACROS](#RESOURCE MACROS)
  7. [MENU MACROS](#MENU MACROS)
  8. [DIALOG MACROS](#DIALOG MACROS)
  9. [STRINGTABLE MACROS](#STRINGTABLE MACROS)
  10. [ACCELERATORTABLE MACROS](#ACCELERATORTABLE MACROS)
  11. [BITMAP MACRO](#BITMAP MACRO)

[:top:](#TABLE OF CONTENTS)INTRODUCTION

For a long time I wanted to output PE32, DLL32, PE64 and DLL64 formats directly from nasm assembler. Nasm doesn't have support of direct output to executable files or dll files but instead it has support of raw binary output and has advanced macro support. My aim in this project is to use nasm's macro capability to directly output executables. In order to made that happen I needed to invent pretty a lot new macros. Some of them are PE header structures, section tables, data directories, resource macros, etc.

Why I created these macro sets? Answer is simple. Because I have a passion about inner workings of executables. Apart from that I have learned a lot while working with nasm macros and pe file format.

With these macro sets you can do custom executables by yourself. You don't need any object linker or resource compiler whatsoever. You can import any function you want just by typing its name; you can export any local function you want; you can include any resource you want; you can experiment and get a deeper insight of pe file format.

Currently DLL32/64 files doesn't support relocations. Resource data directory doesn't support ICON resource types also. Future versions may have that capabilities.

Although there are a lot of macros under the hood, end user only need to know a few of them. Actually only 3 of them suffice for a very basic PE.

%include 'pe.inc'  
PE32

START    
  ret  
END

Example above is a valid pe file. All it does is to return as soon as loaded. There are only 3 macros you need to remember. PE32, START and END.

Now, look at the below example.

Sample PE32 file:

%include "pe.inc"  

; For 32-bit executable use PE32
; For 32-bit dll use DLL32
; For 64-bit executable use PE64
; For 64-bit dll use DLL64
PE32

; Data declarations
Title db 'Title of MessageBox',0

; enty point of executable  
START  

; machine intructions  
  ...  
  push VA(Title)  
  push 0  
  call [VA(MessageBoxA)]  

LocalFunction:  
     ...  
     ret  

; Setup import directory if you need to  
IMPORT / ENDIMPORT  

; Setup Export Directory if you need to  
EXPORT / ENDEXPORT  

; Setup Resource Directory (Resource Tree) if you need to    
RESOURCE / ENDRESOURCE  

; Setup Menu if defined in resource tree  
MENU / ENDMENU  

; Setup Dialog if defined in resource tree  
DIALOG / ENDDIALOG  

; Setup String Table if defined in resource tree  
STRINGTABLE / ENDSTRINGTABLE  

...

END  
; End of executable  

You can find detailed analysis of user space macros below.

[:top:](#TABLE OF CONTENTS)VA()/RVA() MACROS

Labels in assembly are offset based. They don't actually contain virtual addresses. VA() together with RVA() macros are invented to convert offset based labels into virtual addresses.

Examples:

Before After Description
push dword [label] push dword [VA(label)]
mov eax, dword [label] mov eax, [VA(label)]
call [label] call [VA(label)]
call label call label this line doesn't require VA()

Beware there are two types of call instructions. One uses relative displacement whose form is call label. This form doesn't require VA() macro. But the other form which needs absolute virtual address has call [label] form. This form as you expect requires VA() macro.

[:top:](#TABLE OF CONTENTS)FLAT MODEL

PE32, PE64, DLL32 and DLL64 macros now optionally excepts FLAT parameter. When used it removes the necessity of using VA() macros at labels. PE32 also has optional third argument which sets both section alignment and file alignment to the same constant. This way your executable becomes flattened. It's size will become equal both in file and in memory. If you don't supply anything default alignment is 1000h.

When FLAT model used, code looks simpler because all VA() references can be removed. They are no longer needed. The only downside is that in default 1000h alignment your executables size's increases.

%include "../pe.inc"

PE32 FLAT

BYTE Title, "NASM PE MACROS",0
BYTE Text, "Flat memory works!",0

START
	push 0
	push Title 			;--> No VA() anymore
	push Text  			;--> No VA() anymore
	push 0
	call [MessageBoxA]	;--> No VA() anymore
	ret

IMPORT
	LIB user32.dll
		FUNC MessageBoxA
	ENDLIB
ENDIMPORT

END

[:top:](#TABLE OF CONTENTS)IMPORT MACROS

If you want to use external functions from other libraries in your code use IMPORT macro. IMPORT macro has following form.

IMPORT 
	; write down imported dll's 
	LIB Libname 
		; write down imported functions 
		FUNC Functionname  
		...
	ENDLIB
	...
	LIB kernel32.dll  
		FUNC ExitProcess  
	ENDLIB  
ENDIMPORT  

There can be more than one LIB/ENDLIB as well as more than one FUNC. Usage is very simple. All this macro does is to put import table where it is declared. Notice that libname and function names are in token form. They are not in string form. This macro turns function names into labels. That labels behaves like addresses of IAT entry of that particular function. If you need to access imported function inside assembly use call [VA(function_name)].

[:top:](#TABLE OF CONTENTS)EXPORT MACROS

If you want to export local functions of your executable use this macro. According to msdn both EXE files and DLL's can have exported functions. EXPORT macro puts export directory where it is declared. Sample usage is given below. function_name is one of local functions. Export directory optionally takes module name which is it's file name. Usually in this form libname.dll. You can access exported functions of a library by importing it.

; module name is optional

EXPORT module_name
	; write down local functions to export
	FUNC function_name  
	...  
ENDEXPORT  

[:top:](#TABLE OF CONTENTS)RESOURCE MACROS

Resources are tree like structures hence this structure is also known as resource tree. According to msdn there are only 3-levels. First level is TYPE level. You declare type of resource here. RT_MENU, RT_DATA, RT_DIALOG etc. Second level is ID level. You define IDs of resources here. ID_ICON, ID_MENU etc. Third level is LANG, language level. You define language and sublanguage IDs here. Last level is known as LEAF level. You can use leafs as pointers to actual resources. Many resources require additional structures. User defined resources and raw resources doesn't require any special structures. First define resource tree, which has type, id, lang and pointer to actual resources. Second define actual resources like MENU's, DIALOGs, etc.

Sample Resource Tree:

RESOURCE
	TYPE type_id  
		ID resource_id  
			LANG  lang_id, sublang_id / default is 0,0 for language neutral 
				LEAF RVA(resource_label), SIZEOF(resource_label)  
			ENDLANG  
		ENDID  
	ENDTYPE

	TYPE RT_MENU  
		ID 200h  
			LANG
				LEAF RVA(menu), SIZEOF(menu)  
			ENDLANG  
		ENDID
		
		ID resource_id2 
			...  
		ENDID  
	ENDTYPE  
	
	TYPE RT_DATA  
		ID resource_id3  
			LANG  
				LEAF RVA(raw_data), SIZEOF(raw_data)  
			ENDLANG  
		ENDID  
	ENDTYPE  
ENDRESOURCE   

[:top:](#TABLE OF CONTENTS)MENU MACROS

In order to use MENU resources first include a resource of type RT_MENU into resource tree. Then use following MENU macro to define your menu.

; Menu macro generates special format required by MENU resources.  
MENU menu_label  
	; First parameter is name, second is id and optional third parameter is flags  
	MENUITEM 'name', menu_item_id  
	 
	; First parameter is name and optional second parameter is flags  
	POPUP 'name'  
       MENUITEM 'name', menu_item_id  
    ENDPOPUP	
ENDMENU  

MENU macros helps tou create menu resources. There are only 2 types of child macros declared inside. One is MENUITEM and other is POPUP/ENDPOPUP.

[:top:](#TABLE OF CONTENTS)DIALOG MACROS

In order to use dialog resources first include one resource with RT_DIALOG type into resource tree. Then use following DIALOG macro to define your dialog.

DIALOG label, x, y, cx, cy  
  STYLE xxx                ; Optional  
  EXSTYLE xxx              ; Optional  
  CAPTION 'text'           ; Optional  
  MENU resource_id         ; Optional  
  FONT size, 'font face'   ; Optional
  
  ; Declare controls  
  CONTROL 'text', id, class_id, x, y, cx, cy, optional stye, optional exstyle  

  ; Predefined controls doesn't need class id  
  PUSHBUTTON 'text', id, x, y, cx, cy, optional style, optional exstyle  
  EDITTEXT id, x, y, cx, cy, style, exstyle  
  ...  
ENDDIALOG  

You don't need to put STYLE, EXSTYLE, FONT and CAPTION macros beneath DIALOG macro. They are optional. If you need a dialog menu then put MENU beneath DIALOG macro. If you need a caption for your dialog then put a CAPTION macro beneath DIALOG macro. If you need additional styles put STYLE and EXSTYLE beneath DIALOG macro. If you don't put a STYLE, dialog uses default styles which are;

WS_POPUP | WS_BORDER | WS_SYSMENU | WS_VISIBLE | DS_SETFONT | WS_CAPTION | DS_NOFAILCREATE

There are total 15 kinds of predefined child controls. All of them based on CONTROL macro. These child controls are DEFPUSHBUTTON, PUSHBUTTON, GROUPBOX, RADIOBUTTON, AUTOCHECKBOX, AUTO3STATE, AUTORADIOBUTTON, PUSHBOX, STATE3, COMBOBOX, LTEXT, RTEXT, CTEXT, CHECKBOX, EDITTEXT, LISTBOX and SCROLLBAR.

[:top:](#TABLE OF CONTENTS)STRINGTABLE MACROS

One STRINGTABLE can hold up to 16 STRINGs. If you have more than 16 strings you need to open another table. Each table referenced by one resource ID in resource tree. Normal resource compilers needs you put string ID's in the table. We don't use this method here. Instead we put strings in table without ID but with implied index. First string has index 1, second is 2 and so on. When you need to reference a string in a table use SID() macro which stands for string ID. This macro excpects 2 parameters. First one is resource ID of table defined in resource tree and second one is index of string. SID() macro returns calculated ID of each string in a table.

push buffer_size  
push VA(buffer)  			 ; twice size of a char buffer
push SID(ID_TABLE, 1)        ; loads first string  
push dword [VA(hInstance)]  
call [VA(LoadStringA)]   

Before using STRINGTABLE macros first include a resource of type RT_STRING into resource tree. STRING's in tables are stored as 16-bit unicode strings.

STRINGTABLE label  
  STRING 'First String'		; stored as unicode strings.  
  STRING 'Second String'  
  STRING 'Third String'  
  ...  
  STRING '16th string'  
ENDSTRINGTABLE  

[:top:](#TABLE OF CONTENTS)ACCELERATORTABLE MACROS

With ACCELERATORTABLE macros you can include accelerators into your resources. Then you can use them inside asm with the help of LoadAccelerator API. To start with accelerators first you need to include a resource of type RT_ACCELERATOR into resource tree. Then add following table.

ACCELERATORTABLE label
   ; %1 = ascii key or virtual key,  %2 = ID of key,  %3 = flags
   ACCELERATOR 'A', ID_ACTION_SHIFT_A, FSHIFT
   ACCELERATOR VK_F5, ID_ACTION_CONTROL_F5, FCONTROL | FVIRTKEY
   ACCELERATOR VK_RETURN, ID_ACTION_ALT_ENTER, FALT | FVIRTKEY
   
   ; default flag is shift key
   ACCELERATOR 'H', IDM_FILE_HELP
ENDACCELERATORTABLE

[:top:](#TABLE OF CONTENTS)BITMAP MACRO

With BITMAP macro you can include bitmaps into your resources. Then you can use them inside asm code with LoadBitmap API. To start with bitmaps first include a resource of type RT_BITMAP into resource tree.

; Resource Tree
RESOURCE
	; Entry of bitmap in resource tree
	TYPE RT_BITMAP
		ID 100h
			LANG
				LEAF RVA(bitmap_label), SIZEOF(bitmap_label)
			ENDLANG
		ENDID
	ENDTYPE
ENDRESOURCE

; Bitmap
BITMAP bitmap_label, 'bitmap.bmp'

Releases

No releases published

Packages

No packages published