I accidentally shorted my SPARKFUN ESP32 THING's (13907) 3v3 and ground pins - arduino-ide

I wanted test an led and therefore I connected across 3v3 and ground pins of Sparkfun ESP32 Thing, expecting it to have a pull up / pull down resistor. But to my surprise i blew my led besides blowing up the power indicator led of ESP32. So, when i try to upload any code like blink to it, it is saying
Connecting...__...connecting....____...
And ultimately it's throwing a fatal error. But my ESP32 is being detected in COM port list of arduino IDE
Any help to fix this is highly appreciated Thanks in advance

You probably blew the 3.3V regulator or the diode before it. You can find them in the power and filtering section of the following schematic: https://learn.adafruit.com/assets/41630.
Hope this helps.

Related

ADuCM360 Microcontroller Hard Fault

We are Producing a device based on ADuCM360 Microcontroller. We have bought 200 PCs of ADuCM360 from China distributors and mount all of them on PCBs. After programming them I discovered that none of the boards work. after debugging I found out that ADuCM360 stuck in Hardfault exception after reset.
We have been using ADuCM360 for a long time and we haven't had any issue with them until now. Last year we purchased 100 PCs of ADuCM360 and all of them are working correctly.
I will describe the problem in detail so you can give me a hint to solve this problem.
I use j-link debugger
Keil uVision
and ADuCM360 Evaluation board
I programmed the evaluation Board with simple blinker example code.
I start debugging mode and the program execution is stopped at hardfault Handler as shown in picture below.
enter image description here
when I searched for caller code of hartfault the device is stopped at address #0x0001FFFC as shown below
enter image description here
I discovered that on the healthy ADuCM360 this block of flash is not readable by debugger (Address from # 0x00020000 to #0x00020800). But in the faulty ADuCM360 these addresses have access to write and read.
I hope that you can help me find out the reason and solution for this problem.
Thanks

Reversing Client and buiding a server from it

I have this very old online game client (MMO) that has gone offline, and I want to make a server to this client.
I saw a lot of this kind of servers like World of Warcraft private servers.
I think that is not illegal do this to this with this client because the company is long gone, and I will not distribute...
So, how do I start reversing this client to make a server? Do I need to capture the database requests and build a database based on the requests? I think that probably this go way further. Can you help me?
Can you give some examples?
Thanks everyone.
There was a good post on reverse engineering subreddit about this a little bit ago.
There are a few links with peoples experiences. Effectively you will play the game of trying to make your client happy by "answering" packets with your server if you dont have packet captures to go after. I would first identify packet parsing logic within the client. A good way of doing this is tracing recv() calls backwards and generally you will find a giant function (or a few functions) that contain a switch statement. Hopefully you'll find some useful strings, else you're just going to be playing the "keep the client happy" guessing game.

How can I fix lagg in Starling Arkanoid Game?

I made a arkanoid game and sometimes the ball laggs is there a simple fix to this? Im not sure what code to post because I got a lot of code
There is a lot a reason for that... It's probably a framerate problem. You need to install or code a tool to check it.
If the framerate sometimes falls you need to inspect your main game loop and find the reason.
It's impossible to help you more with so few details.
To find the cause of an unknown performance issue, use the free Adobe Scout tool.
Once you get it running, you should see a spike in the graph it produces at the moment the game lags. Inspecting this spike should reveal the cause of the lag, whether it be garbage collection, a very intensive method, or something else.
Here's a 'getting started' link:
http://www.adobe.com/devnet/scout/articles/adobe-scout-getting-started.html

Reverse engineering high tec games' network traffic

so I'm trying to deconstruct the messages passed by server-client interaction in a fairly old Halo game through LAN. I've been conducting tests with Wireshark and large packets. Although I am confused as to which type of data I should be analysing. In a chat message packet that was all a characters, I received this:
fe:fe:00:03:3a:00:11:19:39:1a:28:0d:b9:20:9d:7b:b8:59:52:90:e3:3e:93:7b:b8:59:52:90:e3:3e:93:7b:b8:59:52:90:e3:3e:93: [SNIP]
And in a message with all but the first 3 letters being 'a', I received this:
fe:fe:00:21:64:00:68:8f:02:6d:5f:ab:a7:cb:d0:78:0f:e9:6d:55:89:13:72:7b:b8:59:52:90:e3:3e:93:7b:b8:59:52:90:e3:3e:93: [SNIP]
Now, I can see some similarities between the packets at some stages (probably the a's), I've come to the conclusion that this:
7b:b8:59:52:90:e3
Might be an 'a' character. But have no way of proving it. How can I get the above strange string into a readable character, namely, back to 'a'? Is it possible?
Thanks for reviewing this question!
Protocol is UDP.
You just have to attach ollydbg to the process you are trying to understand, and set breakpoints at WSARecv (or recv) http://msdn.microsoft.com/de-de/library/windows/desktop/ms741688(v=vs.85).aspx
The next packet you receive will hit your breakpoint, follow the memory ptr to see it in a separate window and step over the call WSARecv. You should see a filled buffer now, set a memory breakpoint at the top of the new arrived data and if you press play you should get to the crypt function, if its crypted. (Its possible, that you have to reverse a bit more to get to that point) I hope its a starting point for you to get into reverse engineering assembly :)
Maybe my tut will help a bit, its for another game but i think it should show some ideas:
http://blog.praty.net/?p=315
Greetz defragger
Guessing the protocol by looking at network dumps is very inefficient. I recommend decompiling pieces of a game using modern tools such as Hex-Rays Decompiler and then combining knowledge of data structures used in networking modules with debugging live app using OllyDbg.

Reverse engineering a QuickBASIC 3.0 program

I have a program (I own the rights) written in QuickBASIC 3.0, though I do not have anymore the source code.
Anyone know a decompiler that I can use to see what the program does?
Basically it gets some numbers in input and it performs some calculation, showing some results. Nothing too complicated.
Thanks
I haven't seen any publicly available tools but there's a page from a guy who claims to have made one. You could try contacting him.
I wouldn't recommend trying it on your own if you don't have any experience in reversing DOS programs. It seems QuickBASIC 3.0 was compiled into some kind of p-code. I've never seen any research on the DOS-era p-code, but it might bear some relation to the one eventually used in Visual Basic 6.0, and that one has been investigated quite a lot.
If you vaguely remember the idea but don't remember the details (e.g. actual values of coefficients in the formula), one thing you could try is to enter some numbers, read the results, and save them in an Excel sheet. Repeat that a couple of times and try to plot the data. Not much, but might help.
Use the debugger of Borland C++ 3.1, but you are going to need knowledge of assembler...