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azmodeus Cheater
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Joined: 17 Sep 2009 Posts: 42
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Posted: Tue May 08, 2012 11:28 pm Post subject: Break and Trace (alternat format) |
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2 Suggestions for Break and Trace.
I have fell in love with how IDA does their tracing. You enable it and dissable it (or set a stop condition). This is a must, as sometimes I am tracing hundreds of thousands of lines of code looking for the code I need to find.
Second, the output to be saved, could be (alternativly) saved one line at a time just showing what registers have been changed, so that when you open it up in a parser, it has 1 line of code per execution step. (LOVE THIS FEATURE IN IDA).
It might also be a speed increase, since you are only dumping out what changes rather than all registers.
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Dark Byte Site Admin
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Joined: 09 May 2003 Posts: 25796 Location: The netherlands
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Posted: Wed May 09, 2012 6:21 am Post subject: |
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What do you mean with "You enable it and disable it"
Just a disable button you can press instead of waiting till its completly done or hits the stop condition? And would you be able to resume afterwards or have to start from the beginning ?
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azmodeus Cheater
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Joined: 17 Sep 2009 Posts: 42
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Posted: Sat May 12, 2012 8:53 am Post subject: |
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It has an interface ya for turning it off and on.
Its very fast, but I think that mainly has to do with the amount of data that is written out. instead of writing out each register, it only writes out the one that changes.
If you have a second though, I'm trying to get familiar with the Ultimap.. is there some documentation on it?
Like, what is the pre-emptive flushing?
Would be nice to have an option where callcount is less than or greater than also.
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Dark Byte Site Admin
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Joined: 09 May 2003 Posts: 25796 Location: The netherlands
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Posted: Sat May 12, 2012 9:06 am Post subject: |
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When pre-emptive flushing is off the event log will only be handled when it is full, and that happens in the context of the target game. (Small freezes)
If pre-emptive flushing is on ce will will handle the buffer before it is full (inside it's own thread context) reducing the freezes.
Tip: If the game shocks, set the cpu affinity to only half the cpu cores you have so ce has more time to handle the buffer
I'll see about some more advanced filtering in ce 6.3 (also thinking about displaying ultimap data realtime in the disassembler)
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