Posted: Fri Sep 14, 2012 1:27 pm Post subject: Following Assembly Backwards.
Ok, so I understand setting a breakpoint and incrementing with F7 can be very useful for watching the registers and getting an idea of how the game is working...
But what if the point I found is a later part of the code process? Is there a way to increment backwards? (I would assume no from common sense)
How would you climb backwards through code to find a command earlier in the code line you are in that changed the value you want to get at?
Example:
A game sets a variable because you equipped something. It then presumably changed the actual stat which gets calculated into everything else in the game, then after that it goes and changes the number which is displayed in your stats screen for example.
This is a single player game, and all my script is doing is changing the numbers on the status screen, no matter how much I increment forward, I don't see a pattern emerging that would lead me to the whereabouts of such a value. (the true stat value)
Am I safe assuming it is somewhere before the code I am at?
What is the most efficient way of going about backtracking through code to see what registers are going around in earlier code?
For stuff like that you need to use Olly Debugger and BP. You can trace all the CALLS etc. So if the pointer is in a CALL you can see which other addies are calling it up. Or if the EP is being called from other adresses.
Joined: 09 May 2003 Posts: 25975 Location: The netherlands
Posted: Sat Sep 15, 2012 2:22 am Post subject:
You can check the callstack in cheat engine when a breakpoint has hit (bottom left mv). There you can see what functions called the function you're in now.
Also, shift+f8 will execute till the end of the function _________________
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