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making cheat engine emulator compatible?

 
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darien fear
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PostPosted: Mon Feb 18, 2008 10:54 pm    Post subject: making cheat engine emulator compatible? Reply with quote

first let me explain, when it comes to emulator (snes, gba, nes, ect) cheat engine has a fatal flaw, it simply can't properly use breakpoints. the reason for this is simple, cheat engine cannot differentiate the game data from the emulator. so after you've found the value of lets say you hp, if you place a breakpoint on it what breaks it won't be game data but emulator data instead which in most cases operates several hundreds of other values. what we need is a cheat engine plugins for the most popular emulators such as snes9x (snes)vba(gba) fceu (nes) which would allow CE to affect the game code only. kinda like Geiger's Snes9x Debugger but better. This is just a suggestion for future CE developments so we can all make better cheats.
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Labyrnth
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PostPosted: Tue Feb 19, 2008 10:08 am    Post subject: Reply with quote

Ummm , hello.... The game is being emulated. It is being run with the emulator so the process your attaching to is the emulators process.
Thats why your address's are from the emulation.

The rom is a static file and can be hexed to cheat/alter the game.
When emulated you can access the memory that is temporarily created by the emulator.

I dont think it is a problem with CE at all. Prove the theory by setting a bp in ollydbg. You will get the same break.
The debugger you speak of is using emulation memory as well.
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darien fear
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PostPosted: Wed Feb 20, 2008 11:14 am    Post subject: Reply with quote

I am aware of that, I was just suggesting cheat engine releases a series of emulators of its own with the current cheat engine capabilities. since most emulators have debuggers but they aren't nearly as advanced as cheat engine is for processes, so basically, I'm suggesting a new line of cheat engine emulators using the source code from different already existent emulators. not a way to use the current CE to work on already compiled emulators. Its a lot of work and I don't expect it to be done, its just a suggestion for future CE projects.
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Labyrnth
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PostPosted: Wed Feb 20, 2008 11:42 am    Post subject: Reply with quote

And even if it was done, the point still remains.
The memory would be that of the emulator not the game.
Sort of the basis of your whole topic.


You wrote:
cheat engine cannot differentiate the game data from the emulator. so after you've found the value of lets say you hp, if you place a breakpoint on it what breaks it won't be game data but emulator data instead which in most cases operates several hundreds of other values. what we need is a cheat engine plugins for the most popular emulators such as snes9x (snes)vba(gba) fceu (nes) which would allow CE to affect the game code only.
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darien fear
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PostPosted: Wed Feb 20, 2008 2:02 pm    Post subject: Reply with quote

just forget it, its useless trying to talk if you don't try and understand. at the moment the only properly working emulator with breakpoint support for gba is vba sdl, and it sucks. all I'm really asking is if there is a way to get the "what reads from" and "what writes to" options into these emulators to make it easier to find hex addresses that control values and edit them in there thumb or arm formats. and don't go repeating that its still gonna read the emulator data cause I know for one that Geiger's Snes9x can find the game data which exacted the emulator command to read or write to your value.
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Labyrnth
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PostPosted: Wed Feb 20, 2008 2:10 pm    Post subject: Reply with quote

Dont try to understand?

Look in the mirror. I know perfectly well how this works.

Answer is you have to find a emulator that will work.
Here is a video tutorial hacking the score on a emulated rom game.

Tools:
Fusion Emulator
Cheat Engine
---------------------
Game:
Contra - Hard Corps
-------------------------

Video Tutorial
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92Garfield
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PostPosted: Wed Feb 20, 2008 3:49 pm    Post subject: Reply with quote

just get a emulator with a thing like CE in it Shocked
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darien fear
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PostPosted: Wed Feb 20, 2008 5:24 pm    Post subject: Reply with quote

I understand what your trying to say but its not what I'm trying to find out, I already know how to find values in emulated games, what I'm looking for are the rom commands that control those rom values, heres an example:
in the game "EVO search for eden" on snes your hp address is 7E00C5
when you place a write break point on it, you get the following result.
$06/85FC 85 C5 STA $C5 [$00:00C5] A:0054 X:0008 Y:0040

this indicates that "A" will be stored into "00C5" 54 being the new hp number after being hit. $06/85FC is in the rom, you can even find it with a hex editor.
what I need is a way to find this address with either the current CE (I don't think that possible yet) or for you guys to create a new emulator debugger based on CE that can do it.
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Labyrnth
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PostPosted: Wed Feb 20, 2008 6:07 pm    Post subject: Reply with quote

I think that 54 is hexa so the real value would be 84 in game.
A = 10
The instructions your getting from that debugger is not assembly so i cant be for sure on the above statement. I think all it is doing is hex from the rom.
This address 7E00C5 you find for HP is dynamic and that of the emulator.
Address C5 in the rom is 1F 8502. Nothing what your debugger shows at address C5 for the rom. You can find 85FC in the rom 10 places in the rom.
So im thinking it is finding those from the rom that is loaded into the emulator not the rom itself.
All pretty interesting.

But anyways if something is found in ce you can find it in a file as well using CE or even ollydbg.
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