Cheat Engine Forum Index Cheat Engine
The Official Site of Cheat Engine
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 


CE New suggestion.
Goto page 1, 2  Next
 
Post new topic   Reply to topic    Cheat Engine Forum Index -> Cheat Engine
View previous topic :: View next topic  
Author Message
Fresco
Grandmaster Cheater
Reputation: 4

Joined: 07 Nov 2010
Posts: 600

PostPosted: Sun Apr 12, 2015 10:21 am    Post subject: CE New suggestion. Reply with quote

Smile I'm back again with some new ideas.
This time I'm sure Dark Byte will implement them without question Very Happy

1) Hotkey for renaming entries in the code list ( i.e. Advanced Options )
( currently we have to right click and rename ... ) maybe set F2 as default rename key ?

2) CE Ability to tell if a code is already in the code list.
Say I have found the code that writes to health and added it to the codelist. I now try to find the code that writes to ammo. The same code that wrote to the health pops up in the list of codes that wrote to ammo. I now try to add the code ( that wrote to ammo but also to health ) to the codelist ( that already exists in the codelist ) It would be awesome if CE could at least warn you with a message like: " Dude, you've already got this code in the code list named: (code name here), no need to add it again! ".

3) When you click: "Find out what writes/accesses this address" an new window opens up the: "the following opcodes write to (address here) "
It would be awesome if CE Could add the Description (of the address that we right clicked upon) after the ( address here ).
Like: "the following opcodes write to (address here) ; (description here)
e.g. "The following opcodes write to 1DAE9CD0 ; HPAddy

4) The ability for the "The following opcodes write to (address here)" window to tell if an opcode is already in the codelist
in that window you have 2 colons, the first wits ( count ) and the second with
( instruction )
It would be awesome if CE could add a new very small colon to the left of the count colon that indicates if a code already exists
like:
Code:
Exist   Count    Instruction                  codelist name
0       300      mov [eax+08], ebx
1       14       fstp dword ptr [eax+08]      ammo write code


5) The ability for the memory viewer to tell if an opcode was added to the codelist and display the "name" instead of module.exe+offset
some kind of registersymbol applied to all codes

say in my ocdelist ( i.e. advanced options ) I have the code that writes to health with a description like:

like:
Code:
Address          Description
game.exe+E0C     HP Write


The memory viewer should display:
Code:
game.exe+DFE - D9C9                  - fxch st(1)
game.exe+E00 - 89 96 BC000000        - mov [esi+000000BC],edx
game.exe+E06 - D9 9E B0000000        - fstp dword ptr [esi+000000B0]
HP Write     - D9 9E B4000000        - fstp dword ptr [esi+000000B4]
game.exe+E12 - C7 46 7C 0000803F     - mov [esi+7C],3F800000
game.exe+E19 - 5E                    - pop esi


I know C/C++ as well as Java, and I'd be willing to add this options myself, provided they're released in CE 's next version.

Let me know what you think, and if they're worth implementing.

Thank You for considering.

_________________
... Fresco
Back to top
View user's profile Send private message
KéKéCoRe
Expert Cheater
Reputation: 0

Joined: 16 Mar 2015
Posts: 101
Location: France - Lorraine - Moselle (57)

PostPosted: Sun Apr 12, 2015 10:33 pm    Post subject: Reply with quote

Hello!
I like your idea, more information and more accurate.
Back to top
View user's profile Send private message Send e-mail Yahoo Messenger
Fresco
Grandmaster Cheater
Reputation: 4

Joined: 07 Nov 2010
Posts: 600

PostPosted: Thu Apr 16, 2015 9:01 am    Post subject: Reply with quote

Thanks. Let's cross fingers for it's implementation though.
_________________
... Fresco
Back to top
View user's profile Send private message
Rissorr
Master Cheater
Reputation: 3

Joined: 17 Sep 2013
Posts: 273
Location: Israel!

PostPosted: Sat Apr 18, 2015 9:37 am    Post subject: Reply with quote

These ideas are just great!

I suggest another one:
When you open a "what accesses to ..." window
the founded codes will be colored accordingly to the codes type (read/write)

Also i suggest to open a new forum section "Suggestions & Improvements"
where CE users will be able to post suggestions for the upcoming versions of CE (just like this post)
Back to top
View user's profile Send private message
jgoemat
Master Cheater
Reputation: 22

Joined: 25 Sep 2011
Posts: 252

PostPosted: Sat Apr 18, 2015 7:08 pm    Post subject: Reply with quote

Good ideas I think. It would be useful to me to be able to use other than static addresses too. Maybe an "Add to the code list (AOB)" that will find a unique AOB for the code like the AA template. That way it would work for games that JIT their code and after the game is updated. Is there a window for code list entries? Maybe have one and be able to click on 'Rescan AOB' to find the addresses again.
Back to top
View user's profile Send private message
ulysse31
Master Cheater
Reputation: 2

Joined: 19 Mar 2015
Posts: 324
Location: Paris

PostPosted: Sat Apr 18, 2015 9:57 pm    Post subject: Reply with quote

I like 4) and 5).
Usefull when dealing with lots of code reused over and over
Back to top
View user's profile Send private message
Dark Byte
Site Admin
Reputation: 458

Joined: 09 May 2003
Posts: 25296
Location: The netherlands

PostPosted: Sat Apr 18, 2015 9:59 pm    Post subject: Reply with quote

in short you want the code list to act like a registered symbol and show symbols in the disassembly of find what xxx routines "more info" windows
_________________
Do not ask me about online cheats. I don't know any and wont help finding them.

Like my help? Join me on Patreon so i can keep helping
Back to top
View user's profile Send private message MSN Messenger
Fresco
Grandmaster Cheater
Reputation: 4

Joined: 07 Nov 2010
Posts: 600

PostPosted: Sun Apr 19, 2015 8:03 am    Post subject: Reply with quote

Yes.

In short:
1) Codelist rename hotkey.
2) Codelist doesn't allow 2 codes with the same address.
3) Address list symbols registered everywhere.
4) Codelist symbols registered in find what xxx routines and "more info" windows.
5) Codelist symbols registered in the disassembler.

Thank you so much for listening to us, you're awesome.

_________________
... Fresco
Back to top
View user's profile Send private message
MindCaged
Newbie cheater
Reputation: 0

Joined: 25 Apr 2013
Posts: 10

PostPosted: Mon Apr 20, 2015 9:51 pm    Post subject: Reply with quote

Uhm, I don't know about the rest, but isn't there already a hotkey for renaming table entries? Just select it and Ctrl+Enter. Or for multiple entries, Ctrl-Alt-Shift+Enter to get the smart edit dialog.

Unless this isn't what you're talking about.
Back to top
View user's profile Send private message
shakib187
Expert Cheater
Reputation: 0

Joined: 24 May 2007
Posts: 215

PostPosted: Tue Apr 21, 2015 7:08 am    Post subject: Reply with quote

What about a way to compare numbers in registers?

like in AOB there are wildcards instead it would be like:

cmp ebx,******8D
instead of cmp ebx,8888BB8D
only would check for 8D on the 7th and 8th slot
Back to top
View user's profile Send private message
Fresco
Grandmaster Cheater
Reputation: 4

Joined: 07 Nov 2010
Posts: 600

PostPosted: Tue Apr 21, 2015 7:39 am    Post subject: Reply with quote

MindCaged wrote:
Uhm, I don't know about the rest, but isn't there already a hotkey for renaming table entries? Just select it and Ctrl+Enter. Or for multiple entries, Ctrl-Alt-Shift+Enter to get the smart edit dialog.

Unless this isn't what you're talking about.


I'm talking about the codelist.
When you load CE there's a button bottom-left called "Advanced Options" there there is no hotkey.

shakib187 wrote:
What about a way to compare numbers in registers?

like in AOB there are wildcards instead it would be like:

cmp ebx,******8D
instead of cmp ebx,8888BB8D
only would check for 8D on the 7th and 8th slot


Code:
shl ebx, 1C
ror ebx, 1C
cmp ebx, 8D

_________________
... Fresco
Back to top
View user's profile Send private message
shakib187
Expert Cheater
Reputation: 0

Joined: 24 May 2007
Posts: 215

PostPosted: Tue Apr 21, 2015 5:44 pm    Post subject: Reply with quote

Fresco wrote:

shakib187 wrote:
What about a way to compare numbers in registers?

like in AOB there are wildcards instead it would be like:

cmp ebx,******8D
instead of cmp ebx,8888BB8D
only would check for 8D on the 7th and 8th slot


Code:
shl ebx, 1C
ror ebx, 1C
cmp ebx, 8D



what about for BB8D ? I think I understand what the instructions ror and shl do but I dont know how 1C plays into it
Back to top
View user's profile Send private message
Fresco
Grandmaster Cheater
Reputation: 4

Joined: 07 Nov 2010
Posts: 600

PostPosted: Tue Apr 21, 2015 6:06 pm    Post subject: This post has 1 review(s) Reply with quote

1C = number of bits to shift/rotate

shl = shift left
(decimal example)
12345678 > shift left 3 decimal positions > 45678000
12344567 > shift left 200 decimal positions > 0000000000
12345678 > shift left 5 decimal positions > 67800000

ror = rotate right
(decimal example)
12345678 > rotate right 3 decimal positions > 67812345
00000002 > rotate right 3 decimal positions > 00200000

shl ebx, 1C = shift left 28 bits ( 0x1C )
( I got that part actually wrong in the other post, it should have been only 0x18 not 0x1C, but you get the idea )

0x1234567A < 1 position here is 4 bits, therefore to cancel 1 positions you need to shift 4 bits

since you wanted to cancel 6 positions, 6 * 4 = 24, 24 in hex = 0x18

_________________
... Fresco
Back to top
View user's profile Send private message
shakib187
Expert Cheater
Reputation: 0

Joined: 24 May 2007
Posts: 215

PostPosted: Tue Apr 21, 2015 6:18 pm    Post subject: Reply with quote

Fresco wrote:
1C = number of bits to shift/rotate

shl = shift left
(decimal example)
12345678 > shift left 3 decimal positions > 45678000
12344567 > shift left 200 decimal positions > 0000000000
12345678 > shift left 5 decimal positions > 67800000

ror = rotate right
(decimal example)
12345678 > rotate right 3 decimal positions > 67812345
00000002 > rotate right 3 decimal positions > 00200000

shl ebx, 1C = shift left 28 bits ( 0x1C )
( I got that part actually wrong in the other post, it should have been only 0x18 not 0x1C, but you get the idea )

0x1234567A < 1 position here is 4 bits, therefore to cancel 1 positions you need to shift 4 bits

since you wanted to cancel 6 positions, 6 * 4 = 24, 24 in hex = 0x18


ah I understand perfectly! thank you
Back to top
View user's profile Send private message
Zanzer
I post too much
Reputation: 126

Joined: 09 Jun 2013
Posts: 3278

PostPosted: Tue Apr 21, 2015 6:50 pm    Post subject: Reply with quote

Or you could've just used
Code:
cmp bl,8D
cmp bx,BB8D
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Cheat Engine Forum Index -> Cheat Engine All times are GMT - 6 Hours
Goto page 1, 2  Next
Page 1 of 2

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © 2001, 2005 phpBB Group

CE Wiki   IRC (#CEF)   Twitter
Third party websites