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[release] Cheat Engine DVX - w/ new features inc' stack view
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karmah
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PostPosted: Sat Aug 08, 2009 11:00 am    Post subject: Reply with quote

Hmm, was just thinking about the stack trace code..

Currently, it starts from ESP, then does 100 lines or untill it reaches the first item in the stack trace (whichever comes first)...

From then on, it'll do the first 10 stack traced items..

Basically it's very limited, and well I think it could be done better..
I pose this question to you dark byte first I suppose...

Would it be prefereable to have it follow the same scroll
rules as the memory browser, and the disassembler (i.e. stays centered)?

so it might just render as many lines as will fit in the box, and
reinterpret the data as you scroll up and down.. highlighting any
possible matches as it goes?
It seems this might help to prevent overlaps, etc... the code was written pretty hastily..

Also, I was thinking it might be nice to have it loaded with constants, i.e.
wm_settext, user32.setcursor, etc's addresses?

Just a thought?

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Dark Byte
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PostPosted: Sat Aug 08, 2009 12:41 pm    Post subject: Reply with quote

Scroll support is always useful.
Just keep it aligned on a 4 byte boundary when scrolling up /down
And update it when the stack is modified, unless the user has explicitly moved away (if current base = lastbase, update, else don't, set lastbase)

As for constants, perhaps if you are certain those constants are used. (e.g you have already figure out it's a call to a function and what the function is)

If possible (not required, but would be nice) don't hardcode function parameters into ce, try it with parsing a file that contains function declarations so people can add to it.

And yes, render like memory browser and disassembler if possible

---
Currently I'm working at the internal parts of ce so haven't had much time to mess with the gui myself (got an idea for a generic hidden code editing function)

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karmah
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PostPosted: Sun Aug 09, 2009 1:02 am    Post subject: Reply with quote

As far as I remember, olly's constant highlighting is performed on any values matching addresses in the 'big four' dlls regardless of whether they are loaded, and indeed if they are even likely to be used as a jump/call address.
It's more of a hint.. i.e. "that call to eax might be function x, or it could just be plain coincidence, but thank you olly for pointing it out either way"

(basically the same for constants such as wm_keydown etc, but only within the context of a call.. but to highlight such a system would be quite silly I reckon, without having similar funcitionality in the disassembler itsself)

As for making the list editable, it seems like a plan.. but I figured, why not rip it right out of the olly source, and allow the user to define other constants, perhaps game specific within a secondary file?

Anyway, busy as hell this week, so could be a while.. Nice chance to clean up some of my code though.

Happy cracking!

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Dark Byte
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PostPosted: Sun Aug 09, 2009 5:32 am    Post subject: Reply with quote

oh yes, forgot to mention one little tiny rule regarding cheat engine:
Don't look at other applications for design info

Work on and design cheat engine based on user feedback (Sure, they may have used olly and come up with an idea, but you yourself must not do that)
Use the user feedback as best as you can to design the userinterface and internals, and based on what you would like to see in it yourself.

This is Cheat Engine, not OllyClone 15. That's one of the reasons I've never even installed Olly myself so I can stay unbiased

Using other source is ok, as long as it's a library on it's own that you can call, or include in the project

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Anden100
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PostPosted: Sat Aug 29, 2009 3:50 pm    Post subject: Reply with quote

Dark Byte wrote:
oh yes, forgot to mention one little tiny rule regarding cheat engine:
Don't look at other applications for design info

Work on and design cheat engine based on user feedback (Sure, they may have used olly and come up with an idea, but you yourself must not do that)
Use the user feedback as best as you can to design the userinterface and internals, and based on what you would like to see in it yourself.

This is Cheat Engine, not OllyClone 15. That's one of the reasons I've never even installed Olly myself so I can stay unbiased

Using other source is ok, as long as it's a library on it's own that you can call, or include in the project


I don't think it would hurt to clone olly's GUI, in that way you will get used to both olly and CE at the same time, and both tools gets more familiar. Its way easier to remember 1 set of hot keys instead of two. Cloning other GUI's will make it easier to ping-pong between the two tools
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giwang
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PostPosted: Mon Aug 31, 2009 6:06 pm    Post subject: Reply with quote

very nice GUI Laughing
Thx ... I am so inspired
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Dark Byte
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PostPosted: Sun Oct 04, 2009 1:03 pm    Post subject: Reply with quote

Not sure if you're still working on this, but i'm starting with a redesign of the stacktrace
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karmah
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PostPosted: Fri Jan 01, 2010 2:02 pm    Post subject: Reply with quote

Hey guys,
I really intended to return sooner with some fixes and enhancements, but it's been a busy couple of months.

If there's anything (units or such) I can work on, DB while you're adding the new functionality, feel free to give me a shout.. still know my way around the source pretty well!

The code I submitted admittedly was a little rushed and inline - none too efficient, so I'd be happy to give that a clean up.

Lookin' forward to the new release anyhoo, hoot!

Happy new year all ^^

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