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Cheat Table with +50 pointers cause slow downs...

 
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gaming04
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PostPosted: Sun Aug 07, 2011 2:26 am    Post subject: Cheat Table with +50 pointers cause slow downs... Reply with quote

I made a table with over 50 options, all out of pointers. Unfortunately, the game will often slow to a freeze. I suspect the reading of the pointers have caused the Engine of the game to slow down, heavily. Can anyone confirm and supply a solution, please?
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SwaggaJackin'
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PostPosted: Sun Aug 07, 2011 2:54 am    Post subject: Reply with quote

If it's slow down from cheat engine constantly reading the pointer values, you can set the values of how often to update addresses under settings, raise to a few thousand MS to see if that was causing the slow down.
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gaming04
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PostPosted: Sun Aug 07, 2011 12:24 pm    Post subject: Reply with quote

Sorry, tried that before I even posted here. The game slows down to a freeze every time all the pointers are re-read. I cut the options down to +20 pointers and the game ran, okay.

Could this be a fault of bad coding?
Does anyone else have a +50 pointers table and suffer the same effect?
If so, please share your insight.
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Dark Byte
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PostPosted: Sun Aug 07, 2011 12:30 pm    Post subject: Reply with quote

Never seen it affect the game itself.
Are all pointers readable ?

(and do you have a notebook cpu or other kind of stripped down cpu ?)

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GH*master
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PostPosted: Sun Aug 07, 2011 12:43 pm    Post subject: Reply with quote

gaming04, сould you attach the file *. CT ? And we'll see it.

Last edited by GH*master on Sun Aug 07, 2011 12:45 pm; edited 1 time in total
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gaming04
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PostPosted: Sun Aug 07, 2011 12:43 pm    Post subject: Reply with quote

AMD Phenom II x4 965 Black Edition
nVidia GeForce GTX 480 (Fermi)
4GB 1088Mhz Ram
---
All pointers have been traced down to its root through the long method of back tracing. I went to the very bottom of the code and found master pointers that directly connects to all the variables. I used the master pointers for all 50 addresses. These pointers are all readable.

For example, one of the master pointer is:
[[[***.DLL+64F10]+4]+1A8]

and within that area, all other valuable pointers are stored...
Option 1. [[[[[***.DLL+64F10]+4]+1A8]...+14]+11C]
Option 2. [[[[[[***.DLL+64F10]+4]+1A8]...+7958]+14]+78]
Option 3. [[[[[[***.DLL+64F10]+4]+1A8]...+79A8]+14]+74]
...etc.

Code:

I have to mention though, during debugging, if the [Find out what accesses this address] finds too many code that are looping too fast--say, 1000 loops in one second--then the game crashes--this goes for every game.

Which is the path I used for backtracing, also...


~~~

Quote:
gaming04, сould you attach the *. CT file? And we'll see it.


Not sure how that could be of any use, unless you have the game yourself.
[AliceSoft] Sengoku Rance 7
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Dark Byte
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PostPosted: Sun Aug 07, 2011 6:36 pm    Post subject: Reply with quote

Does it freeze every 10 seconds, or is it a almost constant freeze?
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gaming04
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PostPosted: Sun Aug 07, 2011 11:01 pm    Post subject: Reply with quote

Today, I decided to try the table again and found no more freezes. I have no idea what caused the freezes, only that I suspect it may have something to do with the debugger crashing the game; and since I did not activate the debugger this time around, there have been no slow downs.

On debugging the master pointer for [Find what accesses this address] again, my game starts to have the frozen effect--only resuming after a long set of seconds. The freeze happens every time the game enters a loading phase, even when not hunting for [Find what accesses this address]--did I mention the game may be using dynamic recompilation?

Code:

Debugger Options - Activated:
Use Hardware Breakpoints

Single line assembler: Replace incomplete opcodes with nops
- Ask for replace with nop

Size of stack to record on Find what...routines"
- 4096 Bytes

Debugger Method
- Use windows debugger

Debugger interface config
- Try to prevent detection of the debugger

...anything else not listed here is turned off or irrelevant to the Debugger. It does seem to be that enabling the debugger have caused this slowdown, and is the only real trigger to this side-effect--according to my experiment.

I have set the [Size of stack to record...] to 1024 Bytes while I am typing this. The game continues to have that effect even when the stack is 1/4 of what it used to be.

...that is all the information I have, for the issue. I suspect the debugger may have something to do with the freezes.
Btw, the loading phase of this game normally does not exceed 500ms. But attaching the debugger gave the loading phase a +10 second boost in wait time.

Note that it requires over +50 pointers before the debugger slows down the game. +20 pointers with an attached debugger gives no side effect.
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