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DaviFN Cheater Reputation: 0
Joined: 23 Oct 2016 Posts: 32
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Posted: Fri Jul 27, 2018 8:25 am Post subject: [Suggestion] Beep at instruction functionality |
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Hello everyone!
I'd like to suggest an incredibly (at least from my point-of-view) useful feature for Cheat Engine; the ability of beeping when a certain assembly instruction is executed.
Essentially it would be a pseudo-breakpoint; when the breakpoint is hit, it "breaks" for a very small fraction of time (not perceived by the "human eye"), but, before continuing the flow of the program, it makes a beep sound.
It's a really easy feature to implement and it would immensely help debugging, as we would be able to know if an instruction is being hit, when it is being hit, how often etc. (e.g. is it on a loop? Is it only executed when our character jumps?)
Thank you all for reading my suggestion! |
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ParkourPenguin I post too much Reputation: 138
Joined: 06 Jul 2014 Posts: 4275
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Posted: Fri Jul 27, 2018 9:16 am Post subject: |
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Easily doable with Lua.
Code: | debug_setBreakpoint(address, 1, bptExecute, function() beep() end) |
_________________
I don't know where I'm going, but I'll figure it out when I get there. |
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DaviFN Cheater Reputation: 0
Joined: 23 Oct 2016 Posts: 32
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Posted: Fri Jul 27, 2018 10:05 am Post subject: |
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Yes, it's easily doable with Lua. But it takes the time of copying the address and pasting it on lua's script.
One may argue that time is so small it is irrelevant. However, many periods of time like those accumulate in order to make us lose precious time.
With a built-in feature, it would be extremely simpler. Just right-clicking the instruction and selecting something like "Beep when executed"... |
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FreeER Grandmaster Cheater Supreme Reputation: 53
Joined: 09 Aug 2013 Posts: 1091
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Posted: Fri Jul 27, 2018 10:22 am Post subject: |
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haven't spent too much time on this (and for some reason I got a few tutorial crashes when re-attaching debugger during dev, not sure that'd affect actual use however) but I made this:
https://github.com/FreeER/CE-Extensions/blob/master/SoundOnBP.lua
It adds a menu option to the memory viewer/disassembler
clicking it will add the selected instruction/address to an internal list so when a bp is hit on that address it'll play a sound (by default the Activate tablefile sound CE always has), note that find what accesses/writes bypasses this (presumably due to how they're implemented they don't call the debugger_onBreakpoint function). If no bp exists on that address at the time it will create a bp and auto-continue from it when it's hit.
Clicking it again will remove it from the list, and remove the bp if it created one. _________________
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ParkourPenguin I post too much Reputation: 138
Joined: 06 Jul 2014 Posts: 4275
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Posted: Fri Jul 27, 2018 11:18 am Post subject: |
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It would be used by so few people that it isn't worth adding to CE. People who want extra functionality from CE that most other people have no need for can create it themselves using Lua.
That code was only to demonstrate that it's possible. You or someone else can design an interface for it. _________________
I don't know where I'm going, but I'll figure it out when I get there. |
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DaviFN Cheater Reputation: 0
Joined: 23 Oct 2016 Posts: 32
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Posted: Fri Jul 27, 2018 11:32 am Post subject: |
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I disaggree it would be used by few people. I still think it should be a built-in feature.
I respect your position though.
P.S.:Thank you for showing me your work, FreeER! |
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atom0s Moderator Reputation: 198
Joined: 25 Jan 2006 Posts: 8516 Location: 127.0.0.1
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Posted: Sun Jul 29, 2018 1:16 am Post subject: |
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I would have to agree with Parkour here, CE has been around since around 2003. You're the first person I can ever recall ever asking for this since then.
This is the nice part of the newer Lua features and UI extensions, allowing users to make their own mods to CE easily and share them. _________________
- Retired. |
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