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++METHOS I post too much Reputation: 92
Joined: 29 Oct 2010 Posts: 4197
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Posted: Tue Jan 19, 2016 10:38 pm Post subject: |
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I mentioned something about this here as I was reminded of it and thought that it might be a bug. But, I suppose this could be considered as a request.
The added, numerical suffix that is tagged to all labels/addresses when combining multiple injection points is also incremental.
So, instead of:
Code: | inject
inject2
inject3
inject4 |
we get:
Code: | inject
inject2
inject5
inject9
inject14 |
This doesn't pose a problem if we are just using generic injection points. However, if we want to use a custom name, for the sake of keeping track of what relates to what, it would be better to follow the name given e.g.:
If I want to use ammo, health, money, I still get:
Code: |
registersymbol(ammo)
newmem
code
return
registersymbol(health)
newmem2
code2
return2
registersymbol(money)
newmem5
code5
return5
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It would be better to get:
Code: |
registersymbol(ammo)
newmem_ammo
code_ammo
return_ammo
registersymbol(health)
newmem_health
code_health
return_health
registersymbol(money)
newmem_money
code_money
return_money
etc. |
I know I requested this some time ago as described in the bottom-half of this post, but this would save a lot of time when working with combined scripts.
Thanks.
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Csimbi I post too much Reputation: 94
Joined: 14 Jul 2007 Posts: 3110
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Posted: Thu Jan 21, 2016 6:51 am Post subject: |
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Homeworld: Deserts of Kharak x64
When I select Mono->Activate Mono Features, I get a 'Failure to Launch' message.
Unity 5.2.3 it seems.
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hhhuut Grandmaster Cheater Reputation: 6
Joined: 08 Feb 2015 Posts: 607
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Posted: Thu Jan 21, 2016 7:15 am Post subject: |
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Do you have a debugger still active?
Because I had the same problem, but after stopping all debugs and waiting a few seconds worked for me ...
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Csimbi I post too much Reputation: 94
Joined: 14 Jul 2007 Posts: 3110
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Posted: Thu Jan 21, 2016 3:05 pm Post subject: |
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You're right, thanks for the tip!
And... crash... Oh, well. No mono then.
Interesting.
CE collects mono data for a while, then it stops.
CE allows activating mono features again, but it won't give the right structures in data dissect.
Seems that when there's a breakpoint, it'll crash.
Also, it seems that after a break and trace it'll crash (just like as if there were a breakpoint).
This just popped though I am not sure that's the problem:
Quote: | Error:C:\UTIL\CE\autorun\monoscript.lua:334: attempt to concatenate a nil value |
Also, CE seems to go zombie when I select AA->Template->Code Injection from the menu. Was working up until this point, went zombie just then, the error popped when ended the game's process.
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12153 Time(s) |
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predprey Master Cheater Reputation: 24
Joined: 08 Oct 2015 Posts: 486
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Posted: Sun Jan 24, 2016 10:32 am Post subject: |
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the chm help file's search function seems to not be working for CE6.5. tested working in 6.4.
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Csimbi I post too much Reputation: 94
Joined: 14 Jul 2007 Posts: 3110
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Posted: Thu Jan 28, 2016 10:20 am Post subject: |
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Messing around in Metro 2033 redux
I got this after a while (popped when I set a 'find out what accesses this address' on an address in the table).
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11999 Time(s) |
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hhhuut Grandmaster Cheater Reputation: 6
Joined: 08 Feb 2015 Posts: 607
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Posted: Thu Jan 28, 2016 10:34 am Post subject: |
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Which type of debugger did you loose?
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Csimbi I post too much Reputation: 94
Joined: 14 Jul 2007 Posts: 3110
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Posted: Fri Jan 29, 2016 1:56 am Post subject: |
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Windows 7 x64, VEH
Occurs again and again after a while. I wonder if there's a resource leak somewhere.
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hhhuut Grandmaster Cheater Reputation: 6
Joined: 08 Feb 2015 Posts: 607
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Posted: Fri Jan 29, 2016 3:14 am Post subject: |
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No idea ... I use the VEH every day and never had a crash :/
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Csimbi I post too much Reputation: 94
Joined: 14 Jul 2007 Posts: 3110
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Posted: Fri Jan 29, 2016 9:07 am Post subject: |
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Game crashed, and I get this when I try to save the table.
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11919 Time(s) |
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++METHOS I post too much Reputation: 92
Joined: 29 Oct 2010 Posts: 4197
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Posted: Fri Jan 29, 2016 9:31 am Post subject: |
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You're still running CE as admin?
You've tried other debuggers with only basic settings?
You've disabled any third-party software that could be interfering?
The target doesn't have anti-cheat/anti-debugger implemented?
Does it happen if you try on a different target?
Other than that, I'd make sure that you do not have any other instances of CE or the target process still running in the background and try again. Wait about 2 minutes after reattaching CE before running the debugger.
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Csimbi I post too much Reputation: 94
Joined: 14 Jul 2007 Posts: 3110
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Posted: Fri Jan 29, 2016 10:54 am Post subject: |
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++METHOS wrote: | You're still running CE as admin?
You've tried other debuggers with only basic settings?
You've disabled any third-party software that could be interfering?
The target doesn't have anti-cheat/anti-debugger implemented?
Does it happen if you try on a different target?
Other than that, I'd make sure that you do not have any other instances of CE or the target process still running in the background and try again. Wait about 2 minutes after reattaching CE before running the debugger. |
Yes - CE does not run without admin rights.
No, other debuggers won't work.
No, I did not disable anything. CE 6.4 worked flawlessly on the same setup, so I do not see why CE 6.5 should not.
No. But even if it had anti-cheat/anti debug features, it should not be able to cause CE any issues.
Different targets exhibit different symptoms - see the earlier reports on Unity games.
I do not reattach CE. When the game crashes (due to my bad code/hack attempts), I close CE as well (that's how I generally manage the CE leaks).
Thanks!
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++METHOS I post too much Reputation: 92
Joined: 29 Oct 2010 Posts: 4197
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Posted: Fri Jan 29, 2016 11:25 am Post subject: |
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Csimbi wrote: | Yes - CE does not run without admin rights. | - http://forum.cheatengine.org/viewtopic.php?p=5601954#5601954
Csimbi wrote: | No. But even if it had anti-cheat/anti debug features, it should not be able to cause CE any issues. | -Maybe it shouldn't, but it can, unfortunately.
Csimbi wrote: | Different targets exhibit different symptoms - see the earlier reports on Unity games. | -I know. That's the only reason I responded to your post because it seems to be an isolated case, relative to the target or your computer, not a bug associated with CE. But, I could be wrong. I am only trying to help...I have nothing else to do at the moment.
Csimbi wrote: | I do not reattach CE. When the game crashes (due to my bad code/hack attempts), I close CE as well (that's how I generally manage the CE leaks). | -Yeah, I meant, reattaching after restarting both, CE and the target process...not reattaching in the same session.
Have you tried using the kernel routines or a different breakpoint method? I see that the debugger doesn't always cause the game to crash...which may be indicative of some anti-cheat measures (e.g. analyzing key segments of code). Browsing some of the old threads regarding this particular game, I don't see anything about anyone having problems though.
EDIT:
I know that I am stating the obvious...which is really annoying (sorry)...but sometimes we forget things.
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Csimbi I post too much Reputation: 94
Joined: 14 Jul 2007 Posts: 3110
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Posted: Fri Jan 29, 2016 1:01 pm Post subject: |
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I get that no pipeline error, nothing else.
++METHOS wrote: | Csimbi wrote: | No. But even if it had anti-cheat/anti debug features, it should not be able to cause CE any issues. | -Maybe it shouldn't, but it can, unfortunately. |
Hmmm. Okay, but then shouldn't that kick in the moment I start debugging (and not and hour later when I am done with plenty of traces and stuff)?
++METHOS wrote: | Csimbi wrote: | Different targets exhibit different symptoms - see the earlier reports on Unity games. | -I know. That's the only reason I responded to your post because it seems to be an isolated case, relative to the target or your computer, not a bug associated with CE. But, I could be wrong. I am only trying to help...I have nothing else to do at the moment. |
Yes, I know. And thanks, appreciated!
++METHOS wrote: | Csimbi wrote: | I do not reattach CE. When the game crashes (due to my bad code/hack attempts), I close CE as well (that's how I generally manage the CE leaks). | -Yeah, I meant, reattaching after restarting both, CE and the target process...not reattaching in the same session. |
Well, it's either the game that crashes or CE - I always restart the one that did not crash as well to ensure a clean setup.
++METHOS wrote: | Have you tried using the kernel routines or a different breakpoint method? I see that the debugger doesn't always cause the game to crash...which may be indicative of some anti-cheat measures (e.g. analyzing key segments of code). Browsing some of the old threads regarding this particular game, I don't see anything about anyone having problems though. |
No, I have not tried anything - this setup worked with everything on CE 6.4 and never had any problems.
Not even now - I mean, not immediately; only after a while.
++METHOS wrote: | EDIT:
I know that I am stating the obvious...which is really annoying (sorry)...but sometimes we forget things. |
Yep, so it's good to go through them.
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++METHOS I post too much Reputation: 92
Joined: 29 Oct 2010 Posts: 4197
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Posted: Fri Jan 29, 2016 1:48 pm Post subject: |
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Csimbi wrote: | ++METHOS wrote: | Csimbi wrote: | No. But even if it had anti-cheat/anti debug features, it should not be able to cause CE any issues. | -Maybe it shouldn't, but it can, unfortunately. | Hmmm. Okay, but then shouldn't that kick in the moment I start debugging (and not and hour later when I am done with plenty of traces and stuff)? | -I would think so...unless the debugger isn't terminating/detaching properly at times. Sometimes, I'll check an address to see what's accessing it, and while the debugger is still running, I'll right-click to check to see if the opcode accesses other addresses...but I'll sometimes forget to stop the second check and CE fails to detach (sometimes).
Some anti-cheat schemes may only monitor key regions of code, also, but I really don't know if that's what this is.
Csimbi wrote: | ++METHOS wrote: | Have you tried using the kernel routines or a different breakpoint method? I see that the debugger doesn't always cause the game to crash...which may be indicative of some anti-cheat measures (e.g. analyzing key segments of code). Browsing some of the old threads regarding this particular game, I don't see anything about anyone having problems though. | No, I have not tried anything - this setup worked with everything on CE 6.4 and never had any problems.
Not even now - I mean, not immediately; only after a while. | -You mean, you ran this same target/version before, with CE 6.4, without any problems?
If you like, I can grab a copy of the game when I have time and check things out on my end to see if I experience the same problems. I am also running Win7 x64.
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