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fun1 Newbie cheater
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Joined: 04 May 2025 Posts: 16
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Posted: Fri May 09, 2025 12:27 am Post subject: [Feature Request] human-friendly formats & feedbacks |
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since I noticed my suggestions are appreciated... I will try expose another use case, about the formats in which the values/addresses are shown in the gui.
For a full afternoon I have been debugging and collecting possible interesting addresses from a game... every time I find one, I had to quickly look at the address-list, is it already there? no? so I click to add to address-list, and so on...
At the end, I looked more closely at all those addresses collected, and I realized that most of them were duplicates!
Why did I put all those duplicates? Because they didnt seem to me duplicates! all the addresses I was collecting were in the human-readable format of relative static-address (eg. "game.exe+432640"), while in the address list the address is shown only by its hex absolute format... call it, human limitation
And the funny thing is, I realized that only when the process crashed, because when the process crash, finally the relative static-address comes out in the address-list... but still CE ignored the process crash...
Long story short, if may I suggest 5 more human-friendly feature requests, such as:
1] Would it be possible to show the addresses in the address-list, always with both its hex format and relative static-address (if it's a static-adress)? Smtng like, instead of only, eg. "008326A0", also "00832640(game.exe+4326A0)"?
2] As directly related complementary feature, would it be possible, CE shows a *warning* to the user, when try to add a duplicate address to the address-list (or,a duplicate code to the code-list)?
3] After a process crashes, CE doesn't inform the user, resulting in the user keep doing stuffs in failure, while the process name is still written in the gui and the icon attach-process doesn't flash. Instead, when a process crashes, if it would be possible to feedback the user, eg. blank the process name in the gui and start flashing the icon again?
4] memory-view registers also to be shown in the 3 formats (already requested, <url>forum.cheatengine.org/viewtopic.php?t=623481</url> and <url>forum.cheatengine.org/viewtopic.php?t=623476</url>)
5] in AA scripts, when a LABEL declaration is necessary, it pops out such message "xyz was supposed to be added to the symbolist but it isnt added", which is misleading because is not related to registersymbol, but its related to LABEL. If could be possible to correct the error message, for a more meaningful (LABEL?) one?
(6] bonus point... there is smtng vicious screwing up symbols declarations in AA scripts between enable/disable/save runs... somehow symbols declarations stick, no matter have been modified in the scripts... resulting smtng seemingly working but then when CE is restarted/AA reloaded it doesnt work anymore, and viceversa... I experienced that many times already, infact now I always restart CE at every script mod, to be sure it really works/fails, very annoying... me, Im not going to bother reproducing for some bug... but its definitely smtng to keep in mind...)
Thanks
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ParkourPenguin I post too much
Reputation: 150
Joined: 06 Jul 2014 Posts: 4654
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Posted: Fri May 09, 2025 11:28 am Post subject: |
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1] That's a bit verbose. Maybe have an option to toggle one or the other like in the memory viewer.
2] Multiple records could make undoing changes weird, but other than that, there's little if anything to warn about. Adding multiple records doesn't do any real harm. Table organization is the responsibility of the user.
3] Would a flashing icon really be any more informative than the game having disappeared from the background?
4] Again, that's quite verbose and would make some windows that display registers obscenely big. Autodetection like in the structure dissect could be ambiguous and/or not intended by the user, a global toggle would be too broadly applied, and a local toggle would lead to awful UI.
5] registersymbol, as its name suggests, registers a symbol so it can be used elsewhere in CE. Labels are symbols, and symbols can be declared in other ways too (e.g. allocs, aobscans).
6] User error. If you want to complain about a CE bug no one else has, have the decency to provide an example. It's not hard- if a script doesn't work, show it and ask why.
Maybe you modified the disable section of a script while it was still enabled. That would be something to give a warning about.
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fun1 Newbie cheater
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Joined: 04 May 2025 Posts: 16
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Posted: Fri May 09, 2025 12:00 pm Post subject: |
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Hi, thank you for the professional opinion:
1] 2] 3] 4] 5] as said in the subject... "human-friendly"
6] if I may be allowed to disagree far from wanting to criticize anybody, I guess I had already enough "decency" to provide few examples, here and in other posts, which show directly or indirectly, that smtng is not really, how to say... "human-friendly" In any case, I do not want to "complain", on the opposite I guess I have enough "decency" to propose my own honest personal feedback, in order to attempt on improving this, indeed fun, piece of software Anyway, as you correctly pointed out, Im nothing but a simple "user" so its not up to me to take decisions here. Thanks
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Dark Byte Site Admin
Reputation: 468
Joined: 09 May 2003 Posts: 25707 Location: The netherlands
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Posted: Sun May 11, 2025 7:04 am Post subject: |
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about nr 6, that sounds like globalalloc has been used in a script.
Using globalalloc a second time with the same name will end up using the old address. And unlike normal alloc which allocates for the script exclusively, globalalloc shares it's memory with all other scripts that use globalalloc. And if the memory size specified is too small other scripts may end up overwriting the variables
it can cause very difficult to debug issues
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