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justa_dude Grandmaster Cheater Reputation: 23
Joined: 29 Jun 2010 Posts: 891
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Posted: Sun Jul 26, 2015 6:39 pm Post subject: Mono questions |
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Howdy,
I've been playing w/ CE's Mono stuff a bit the last couple of days, and I have some questions. I can understand why CE might not automatically enable Mono features when it detects a mono game.... the process could potentially be detected, etc. But could we perhaps add a flag attribute to the table files to indicate that they depend on Mono and enable automatically or something? I'm sure it could be scripted in the table's lua script, but I pretty much always click no when CE asks me if I want to run a table's Lua script.
Also, I find myself having to do stuff like:
Code: |
label(somefunc)
Someclass:SomeFunc:
somefunc:
mycode:
call somefunc
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Where I would prefer to be able to use the friendly names directly in jmp and call statements. Is this by design, to prevent namespace pollution or something?
Similarly, whenever I attach a debugger to a game currently using CE's Mono features, I seem to lose much of the mono features. Detaching the debugger and re-enabling Mono features seems to restore them, but it's weird. What does the debugger do that disables the Mono symbols? Is it necessary and intentional?
I've recently tried the free JetBrains DotPeek 1.4 .NET disassembler, and it seems to have some symbol server functionality. I know CE can accept URIs for remote symbol services... would this work for Mono/.NET games to put source in comment fields/etc? Could it be useful in any other way?
Finally, this isn't related to Mono and worse yet... I'm sure I've asked before, 'though I can't find the old question. I feel like there's some keyboard shortcut to synchronize the top and bottom windows of the memory viewer, but I can't for the life of me remember what it is! Is there such a key and is there a menu item that shows it or something?
Thanks in advance,
JD
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Dark Byte Site Admin Reputation: 458
Joined: 09 May 2003 Posts: 25288 Location: The netherlands
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Posted: Sun Jul 26, 2015 9:22 pm Post subject: |
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the mono features are intrusive and when used incorrectly can cause the target to crash.
e.g. using structure dissect on an address not belonging to a class, will often cause a crash (when it's enabled)
about the label thing nit sure, i thought call Someclass:SomeFunc should just work. Tried putting it between quotes like call "Someclass:SomeFunc" ?
Mono features will temporarily disable themself as long as there is a chance of a reakpoint. (when the game is running and all breakpoints are gone the features will work again)
the reason for this is because the mono features inject a running thread in the target and communicate with it. When an address is converted to string, that thread is called to return a string for it(e. g in the disassembler or other code related functions) and ce will then wait for the result
when a breakpoint hits, that thread is frozen and can't respond. so when ce would ask for a string, it'd wait forever.
and due to multithreading you can't predict when a breakpoint hits. e.g. when a string is half transfered to ce a breakpoint could trigger, making ce wait for the rest of the string
ctrl+space is the sbortcut you need
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justa_dude Grandmaster Cheater Reputation: 23
Joined: 29 Jun 2010 Posts: 891
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Posted: Sun Jul 26, 2015 11:44 pm Post subject: |
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Thanks, DB. You're the best.
Wrapping names in quotes did the trick. Going to tattoo ctrl+space to my wrist so I don't have to ask a third time.
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