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Track Changes to Addresses
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ParkourPenguin
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PostPosted: Sun Nov 06, 2016 6:37 pm    Post subject: Track Changes to Addresses This post has 1 review(s) Reply with quote

This script creates a gui that will log changes made to an address (or several addresses). It can be accessed by going to the "Tools" menu of the memory viewer.

By default it uses a timer to look for changes, but there is an option to use breakpoints to track all writes to the addresses. Just make sure there are enough debug registers available.

Put the script in the "autorun" folder in the main CE directory and restart CE for it to take effect.

Updated with support for signed integers and custom values using mgr.inz.Player's custom types extension here.



WatchChangesToAddresses.lua
 Description:
Put this in the autorun folder

Download
 Filename:  WatchChangesToAddresses.lua
 Filesize:  23.55 KB
 Downloaded:  4679 Time(s)


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Last edited by ParkourPenguin on Tue Nov 22, 2016 8:57 pm; edited 3 times in total
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Floydman
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PostPosted: Mon Nov 07, 2016 11:09 am    Post subject: Reply with quote

This is absolutely amazing and precisely what I couldn't wrap my head around. And a very versatile script at that. Thank you!
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predprey
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PostPosted: Mon Nov 07, 2016 11:22 pm    Post subject: Reply with quote

i'm sure this is going to be really useful for the cheat makers Very Happy great work!
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Zephiles
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PostPosted: Sat Nov 12, 2016 2:45 am    Post subject: Reply with quote

This is great, but could you add support for custom types? The ones I use are 2 Byte Big Endian, 4 Byte Big Endian, and Float Big Endian.
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ParkourPenguin
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PostPosted: Sat Nov 12, 2016 9:04 am    Post subject: Reply with quote

That was one of the things I considered. Unfortunately, I don't believe there's any feasible way to access the registered custom types from Lua.

The next best thing I can think of off the top of my head is to give the user the ability to write a function that converts an AoB to a string, but not everyone knows how to use Lua.

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Zanzer
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PostPosted: Sat Nov 12, 2016 10:53 am    Post subject: Reply with quote

Have a temporary memory record added to the table as the custom type and read the .Value from that?
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ParkourPenguin
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PostPosted: Sat Nov 12, 2016 12:24 pm    Post subject: Reply with quote

Sure, but that seems like a very roundabout way of doing it. I would rather implement a checkbox for big endian, but in the vast majority of circumstances YAGNI.
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mgr.inz.Player
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PostPosted: Mon Nov 14, 2016 7:37 am    Post subject: This post has 1 review(s) Reply with quote

I started making an extension "customTypesExt" you can use.
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Zephiles
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PostPosted: Tue Nov 22, 2016 10:00 am    Post subject: Reply with quote

I tested it with mgr.inz.Player's custom types extension, and everything seems to work except for two things. One of these things is displaying the custom types in hexadecimal form does not work. Whenever I select this, it simply displays the value in decimal form. Displaying the original types in hexadecimal form works perfectly fine, however.

The other issue is with this Lua custom type that I use:
Code:

typename="Timer Big Endian" --shown as the typename in ce
bytecount=8  --number of bytes of this type
functionbasename="b8t"

function b8t_bytestovalue(b0,b1,b2,b3,b4,b5,b6,b7)
  local time = byteTableToQword{b7,b6,b5,b4,b3,b2,b1,b0}
  local sec  = math.floor(time / 40500000)
  if sec>=0 and sec < 0xACCC84D40 then
    local ss = sec % 60
    local mm = math.floor(sec/60) % 60
    local hh = math.floor(sec/3600)
    return hh*10000+mm*100+ss
  else
    return 0x80000000
  end
end

function b8t_valuetobytes(i,address)

  local b = readBytes(address,8,true)
  if i>=0 and i<=2147475959 then
    local ss = i % 100
    if ss<60 then
      local mm = math.floor(i/100)%100
      if mm<60 then
        local hh = math.floor(i/10000)
        local sec = hh*3600+mm*60+ss
        local time = sec*40500000
        b = qwordToByteTable(time)
        for i=1,4 do
          local j = 9-i
          b[i],b[j]=b[j],b[i] -- reverse
        end
      end
    end
  end

  local UnPack = table.unpack or unpack
  return UnPack(b)
end
return typename,bytecount,functionbasename

Every time I try to use it, it gives me an access violation error.
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ParkourPenguin
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PostPosted: Tue Nov 22, 2016 10:54 am    Post subject: Reply with quote

I thought I was forgetting something... I guess that was one of them. Fixed the hexadecimal output for integral custom types. I also added support for signed custom types, but it inherently isn't well-defined. This implementation uses the most significant bit (determined by the custom value's byte size) of the resulting value (not the bytes as they are in memory). That is good for types like big endian, but bad for types like the old flash 4b*8.

The custom types extension doesn't seem to work for Lua custom types. There should be integrated support for custom types in Lua in the next major update to CE, so I'll update this extension when that comes around. If you need it immediately, you may want to consider translating that Lua script to assembly.

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Zephiles
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PostPosted: Tue Nov 22, 2016 11:45 am    Post subject: Reply with quote

ParkourPenguin wrote:
I thought I was forgetting something... I guess that was one of them. Fixed the hexadecimal output for integral custom types. I also added support for signed custom types, but it inherently isn't well-defined. This implementation uses the most significant bit (determined by the custom value's byte size) of the resulting value (not the bytes as they are in memory). That is good for types like big endian, but bad for types like the old flash 4b*8.

The custom types extension doesn't seem to work for Lua custom types. There should be integrated support for custom types in Lua in the next major update to CE, so I'll update this extension when that comes around. If you need it immediately, you may want to consider translating that Lua script to assembly.

Alright, the update makes them work. One more thing I was wondering: would it be possible to add an option to select the address to remove instead of having to type it in every time? It gets a bit tedious if you're only working with a small number of addresses.
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ParkourPenguin
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PostPosted: Tue Nov 22, 2016 1:15 pm    Post subject: Reply with quote

I couldn't think of any easy way to right click on a column and have a "delete" option. There's an OnColumnClick event that only fires on a left click, the MouseDown/MouseUp events won't fire when clicking on the columns, the OnContextPopup event isn't accessible from Lua, and I'm not interested in making a workaround for any of those.

I'll work on adding column options to the list view's context menu to make it a bit faster.

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Zephiles
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PostPosted: Tue Nov 22, 2016 2:17 pm    Post subject: Reply with quote

Could you possibly add a dropdown list to choose the address that you want to remove?
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mgr.inz.Player
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PostPosted: Tue Nov 22, 2016 3:50 pm    Post subject: Reply with quote

ParkourPenguin wrote:
There should be integrated support for custom types in Lua in the next major update to CE

I can add customtypeTypeLua to my extension. But, it looks like CE6.6.1 (or 6.7) will be released soon. (maybe this year?)



About signed unsigned customtypeTypeAutoAssembler values. My script just returns EAX value.

To get signed value you just use this:

val = t.getValue(address)
if val>0x7fffffff then val=val-0x100000000 end

If cutomtype is float (usesFloat) it is already signed.

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Zephiles
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PostPosted: Tue Nov 22, 2016 5:27 pm    Post subject: Reply with quote

I have another small problem. I edited one of the custom types as follows:

Code:

alloc(TypeName,256)
alloc(ByteSize,4)
alloc(ConvertRoutine,1024)
alloc(ConvertBackRoutine,1024)

TypeName:
db '2 Byte Big Endian',0

ByteSize:
dd 2

//The convert routine should hold a routine that converts the data to an integer (in eax)
//function declared as: stdcall int ConvertRoutine(unsigned char *input);
//Note: Keep in mind that this routine can be called by multiple threads at the same time.
ConvertRoutine:
//jmp dllname.functionname
[64-bit]
//or manual:
//parameters: (64-bit)
//rcx=address of input
xor eax,eax
mov ax,[rcx] //eax now contains the bytes 'input' pointed to
xchg ah,al //convert to big endian
movsx eax,ax // added

ret
[/64-bit]

[32-bit]
//jmp dllname.functionname
//or manual:
//parameters: (32-bit)
push ebp
mov ebp,esp
//[ebp+8]=input
//example:
mov eax,[ebp+8] //place the address that contains the bytes into eax
mov ax,[eax] //place the bytes into eax so it's handled as a normal 4 byte value
and eax,ffff //cleanup
xchg ah,al //convert to big endian
movsx eax,ax // added

pop ebp
ret 4
[/32-bit]

//The convert back routine should hold a routine that converts the given integer back to a row of bytes (e.g when the user wats to write a new value)
//function declared as: stdcall void ConvertBackRoutine(int i, unsigned char *output);
ConvertBackRoutine:
//jmp dllname.functionname
//or manual:
[64-bit]
//parameters: (64-bit)
//ecx=input
//rdx=address of output
//example:
xchg ch,cl //convert the little endian input into a big endian input
mov [rdx],cx //place the integer the 4 bytes pointed to by rdx

ret
[/64-bit]

[32-bit]
//parameters: (32-bit)
push ebp
mov ebp,esp
//[ebp+8]=input
//[ebp+c]=address of output
//example:
push eax
push ebx
mov eax,[ebp+8] //load the value into eax
mov ebx,[ebp+c] //load the address into ebx

//convert the value to big endian
xchg ah,al
movsx eax,ax // added

mov [ebx],ax //write the value into the address
pop ebx
pop eax

pop ebp
ret 8
[/32-bit]

The only things different from the previous version of it is that
Code:

movsx eax,ax // added

is added after each instance of
Code:

xchg ah,al //convert to big endian

The values display properly in Cheat Engine itself, but when using them with this extension, negative values do not work properly. For instance, -1 will be displayed as 4294901759, -2 will be displayed as 4294901758, -3 will be displayed as 4294901757, etc. Also, checking or unchecking the signed checkbox does not change the result. Is there a way around this?
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