MantisBT - Cheat Engine
|View Issue Details|
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0000066||Cheat Engine||public||2008-08-31 13:55||2008-09-01 20:47|
as far as I know, currently logging is not possible.
There is a game I want to debug, but piece of code (where my breakpoint is) seems to be called about a 100 times, so it's really hard to analyze each break and compare the registers one by one.
If, I could log all registers after the code has been executed (the "More info" button kind of thing in the "Find out who accessed this memory" feature), I could cross-check the registers and find out the right call conditions quickly.
I imaging three options:
"No logging" - obvious.
"Log on break" - the user sets a breakpoint and whenever it's triggered, all data is logged.
"Log on execution" - the user "flags" the instruction it wants to "watch" and every time the code is executed (regardless if there was a breakpoint or not), all data is logged. I guess there could be problems with this one (excessive amount of data logged, so a "Limit log size to x MByes" would be a good idea (the log could be automatically cleared, or, written to file and cleared - I leave this to the pros).
Alternatively, (or, at the same time ;-) ) you could implement a Log() function in the auto-assembler. Log ("") would insert a new line, Log ("Eax: ", EAX) inserts "Eax: 0x0000ABCD (43981)" to the log, and so on, to allow logging any data one might desire.
|Additional Information||The log could be shown in a separate window, or written to a file directly.|
I leave the details to you, I am pretty sure you get the idea what I mean.
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|2008-08-31 13:55||Csimbi||New Issue|
|2008-08-31 15:29||Dark Byte||Note Added: 0000125|
|2008-08-31 15:29||Dark Byte||Status||new => acknowledged|
|2008-09-01 20:47||Csimbi||Note Added: 0000133|