AVE27 — standalone POC app for CVE-2026-112705 (AppleAVE2 NTL OOB write)
- All stages ported from MchinaMd57764/AVETemporalPoC (orig. Calif/Chollima): stage1-12, 20, 21, fuzz, SBE — launch-arg parity kept - New: stage13 NTL threshold sweep, stage14 usage×rc acceptance matrix, stage15 private-key entitlement audit (23 keys) - Panic journal: kern.boottime-based in-app panic evidence after reboot - Interactive SwiftUI console + NTL field + report share; header shows PANIC-CAPABLE on iOS 27.0-27.1, FIXED BUILD on 27.2+ - App icon: temporal-layer stack, top layer displaced past the stack edge - scripts/build-device.sh → unsigned arm64 IPA (iOS 17.0+)
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#!/usr/bin/env python3
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"""
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gen_icon.py — the AVE27 app icon, drawn with a signed-distance renderer and
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written as a raw PNG (no image library).
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The mark: a stack of five temporal layers — an SVC pyramid, widest at the base.
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The top layer is displaced up and out past the stack's bounding edge: the layer
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count that walks past what the driver sized. Deep slate field, steel layers,
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the escaping layer in hot ember with the halo of the write landing somewhere
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it was never allocated.
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"""
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import math
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import os
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import struct
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import zlib
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OUT = os.path.join(os.path.dirname(os.path.abspath(__file__)), "..", "Resources", "Assets.xcassets", "AppIcon.appiconset")
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os.makedirs(OUT, exist_ok=True)
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SIZE = 1024
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def srgb(c):
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return max(0, min(255, int(round(c))))
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def mix(a, b, t):
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return tuple(a[i] + (b[i] - a[i]) * t for i in range(3))
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def smoothstep(e0, e1, x):
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t = max(0.0, min(1.0, (x - e0) / (e1 - e0)))
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return t * t * (3 - 2 * t)
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def sd_round_rect(px, py, cx, cy, hw, hh, r):
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qx = abs(px - cx) - (hw - r)
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qy = abs(py - cy) - (hh - r)
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outside = math.hypot(max(qx, 0.0), max(qy, 0.0))
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inside = min(max(qx, qy), 0.0)
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return outside + inside - r
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# ---------------------------------------------------------------- palette
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BG_TOP = (0.086, 0.094, 0.118)
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BG_BOT = (0.024, 0.026, 0.038)
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LAYER_COLD = (0.36, 0.44, 0.58)
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LAYER_WARM = (0.52, 0.62, 0.78)
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EMBER = (1.00, 0.44, 0.14)
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EMBER_HOT = (1.00, 0.76, 0.38)
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# stack geometry: five layers, widths grow downward, top one escapes
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STACK_CY = SIZE * 0.555
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LAYER_H = SIZE * 0.082
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LAYER_GAP = SIZE * 0.028
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BASE_HALF = SIZE * 0.30
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TOP_HALF = SIZE * 0.115
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LAYERS = 5
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# the escape: top layer displaced up-right, past the stack's right edge
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ESC_DX = SIZE * 0.145
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ESC_DY = -SIZE * 0.085
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def render():
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out = bytearray()
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half = SIZE / 2
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radius = SIZE * 0.2237
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tau = math.tau
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cos, sin, hypot = math.cos, math.sin, math.hypot
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# precompute layer rects: index 0 = base .. LAYERS-1 = top
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step = LAYER_H + LAYER_GAP
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total = LAYERS * LAYER_H + (LAYERS - 1) * LAYER_GAP
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rects = []
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for i in range(LAYERS):
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t = i / (LAYERS - 1)
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hw = BASE_HALF + (TOP_HALF - BASE_HALF) * t
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cy = STACK_CY + total / 2 - LAYER_H / 2 - i * step
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cx = half
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r = LAYER_H * 0.32
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rects.append((cx, cy, hw, LAYER_H / 2, r, t))
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esc_rect = None
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if LAYERS >= 1:
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cx, cy, hw, hh, r, t = rects[-1]
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esc_rect = (cx + ESC_DX, cy + ESC_DY, hw, hh, r, t)
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esc_cx, esc_cy = esc_rect[0], esc_rect[1]
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halo_r = SIZE * 0.20
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for y in range(SIZE):
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out.append(0)
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py = y + 0.5
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for x in range(SIZE):
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px = x + 0.5
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# background
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g = py / SIZE
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col = mix(BG_TOP, BG_BOT, g)
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d = hypot(px - half, py - SIZE * 0.47)
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lift = 1.0 - smoothstep(0.0, SIZE * 0.66, d)
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col = tuple(min(1.0, col[i] + 0.05 * lift) for i in range(3))
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# faint baseline under the stack
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sd_base = abs(py - (STACK_CY + LAYER_H * 2.6)) - SIZE * 0.004
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if abs(px - half) < BASE_HALF * 1.25:
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cov = 1.0 - smoothstep(-1.0, 1.0, sd_base)
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col = mix(col, LAYER_COLD, cov * 0.22)
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# the stack: steel gradient, cold at base, warmer toward the top
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for (cx, cy, hw, hh, r, t) in rects[:-1]:
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sd = sd_round_rect(px, py, cx, cy, hw, hh, r)
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if sd < 1.2:
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cov = 1.0 - smoothstep(-1.2, 1.2, sd)
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layer_col = mix(LAYER_COLD, LAYER_WARM, t)
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col = mix(col, layer_col, cov * 0.9)
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# the escaping layer: ember, halo behind it
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d_esc = hypot(px - esc_cx, py - esc_cy)
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if d_esc < halo_r:
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halo = 1.0 - smoothstep(0.0, halo_r, d_esc)
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hk = 0.22 * halo * halo
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col = tuple(min(1.0, col[i] + EMBER[i] * hk) for i in range(3))
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(cx, cy, hw, hh, r, t) = esc_rect
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sd = sd_round_rect(px, py, cx, cy, hw, hh, r)
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if sd < 1.2:
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cov = 1.0 - smoothstep(-1.2, 1.2, sd)
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# hot edge on the leading (upper-right) side
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heat = smoothstep(0.0, 1.0, (px - cx + hw) / (2 * hw)) * 0.7
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col = mix(col, mix(EMBER, EMBER_HOT, heat), cov)
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# the trail: where the escaping layer used to sit — an ember outline
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(cx, cy, hw, hh, r, t) = rects[-1]
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sd_trail = abs(sd_round_rect(px, py, cx, cy, hw, hh, r)) - SIZE * 0.006
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if sd_trail < 1.2:
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cov = (1.0 - smoothstep(-1.2, 1.2, sd_trail)) * 0.8
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col = mix(col, EMBER, cov)
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# rounded-rect alpha
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sd_r = sd_round_rect(px, py, half, half, half - 0.5, half - 0.5, radius)
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a = 1.0 - smoothstep(-0.75, 0.75, sd_r)
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out += bytes([srgb(min(1.0, col[0]) * 255), srgb(min(1.0, col[1]) * 255),
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srgb(min(1.0, col[2]) * 255), srgb(a * 255)])
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return bytes(out)
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def write_png(path, width, height, rgba):
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def chunk(tag, data):
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c = struct.pack(">I", len(data)) + tag + data
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c += struct.pack(">I", zlib.crc32(tag + data) & 0xFFFFFFFF)
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return c
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ihdr = struct.pack(">IIBBBBB", width, height, 8, 6, 0, 0, 0)
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raw = zlib.compress(rgba, 9)
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png = (b"\x89PNG\r\n\x1a\n"
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+ chunk(b"IHDR", ihdr)
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+ chunk(b"IDAT", raw)
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+ chunk(b"IEND", b""))
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with open(path, "wb") as f:
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f.write(png)
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def main():
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data = render()
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icon = os.path.join(OUT, "AppIcon-1024.png")
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write_png(icon, SIZE, SIZE, data)
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print("wrote", icon, os.path.getsize(icon), "bytes")
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if __name__ == "__main__":
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main()
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