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Break & Trace Condition, how does it works?

 
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Hatschi
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PostPosted: Mon Aug 18, 2014 1:32 pm    Post subject: Break & Trace Condition, how does it works? Reply with quote

Hey,

I've tried to set a B&T condition by entering:

EAX == 0x0DD7FB2C

but it's completely ignored. What would be the condition for EAX must be 0DD7FB2C ?
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Dark Byte
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PostPosted: Mon Aug 18, 2014 1:35 pm    Post subject: Reply with quote

the condition in the break and trace window is the stop condition, not the start condition
To set the start condition start the break and trace as normally, and then rightclick the instruction or go to the breakpoint list, and set it's breakpoint condition
there fill in EAX == 0x0dd7fb2c

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dingrite
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PostPosted: Mon Apr 06, 2015 2:10 am    Post subject: Reply with quote

Dark Byte wrote:
the condition in the break and trace window is the stop condition, not the start condition
To set the start condition start the break and trace as normally, and then rightclick the instruction or go to the breakpoint list, and set it's breakpoint condition
there fill in EAX == 0x0dd7fb2c


Even when I set breakpoint first and then modify the condition in the window, it ignores it.
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Dark Byte
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PostPosted: Mon Apr 06, 2015 4:11 am    Post subject: Reply with quote

what condition do you use? is it in the easy or complex mode?
is the target 64 bit or 32 bit? And is it an execute breakpoint or an write/access breakpoint

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dingrite
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PostPosted: Mon Apr 06, 2015 11:22 am    Post subject: Reply with quote

Dark Byte wrote:
what condition do you use? is it in the easy or complex mode?
is the target 64 bit or 32 bit? And is it an execute breakpoint or an write/access breakpoint


EAX == 0x[32bit value] - And I know EAX takes on that value as a certain action happens due to a previous data breakpoint.

Easy mode.

Target 32bit.

Execute breakpoint.


Edit: It also really slows down the game, I'm not sure if that implies it breaks on everything. Trace is never triggered though.
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Dark Byte
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PostPosted: Mon Apr 06, 2015 4:35 pm    Post subject: Reply with quote

I can't reproduce it. Are you using CE 6.4 ?
Is the value bigger than 0x7fffffff ?

There are no other breakpoints active at the current time ?

Where exactly do you set the breakpoint condition? Rightclick in the disassembler view? Rightclick in the breakpoint list?
Or do you mistakenly enter the condition in the stop condition field of break and trace ?

And what debugger interface do you use ? (windows, veh, kernel)
And what breakpoint type (software, hardware, page exceptions)

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dingrite
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PostPosted: Mon Apr 06, 2015 5:35 pm    Post subject: Reply with quote

Dark Byte wrote:
I can't reproduce it. Are you using CE 6.4 ?
Is the value bigger than 0x7fffffff ?

There are no other breakpoints active at the current time ?

Where exactly do you set the breakpoint condition? Rightclick in the disassembler view? Rightclick in the breakpoint list?
Or do you mistakenly enter the condition in the stop condition field of break and trace ?

And what debugger interface do you use ? (windows, veh, kernel)
And what breakpoint type (software, hardware, page exceptions)


6.4
windows debugger
hardware breakpoint if that's what it sets by default, hardware is checked in settings.
The register value is a data pointer and starts with 0 to 3 so it is lesser than the value you specified.

Hopefully I'm doing something wrong and you can correct me.
Before coming to this thread I tried using the "stop condition" in the trace window unable to comprehend why anyone would put it there unless it was the triggering condition.


So now I just right click on an instruction and do "toggle breakpoint". Then I right click on that same instruction and do "set/change break condition" where I put in the condition specified above.
Then I right click again and do a trace without a stop condition. The result is that the trace window stays empty no matter what happens, but after I remove the breakpoint it suddenly triggers - quick check of the registers shows that it did not trigger on the condition I wanted.

What am I doing wrong?

Edit: I thought that maybe I have to somehow alter the condition only for the Trace breakpoint but I see no way to do this, because the trace window only gives the stop condition (which makes no sense, can you at least give us a start condition too?) so when I set it it triggers immediately and the breakpoint ends - how am I supposed to set the starting condition on that?
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Dark Byte
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PostPosted: Mon Apr 06, 2015 7:23 pm    Post subject: Reply with quote

Quote:

So now I just right click on an instruction and do "toggle breakpoint".

and
Quote:

The result is that the trace window stays empty

that doesn't make sense. Toggle breakpoint will set or remove a breakpoint, not a trace bp (it can remove it)


Quote:

Edit: I thought that maybe I have to somehow alter the condition only for the Trace breakpoint but I see no way to do this, because the trace window only gives the stop condition (which makes no sense, can you at least give us a start condition too?) so when I set it it triggers immediately and the breakpoint ends - how am I supposed to set the starting condition on that?

pause the game first using the pause button in advanced options, or first cause it to break somewhere else, remove that breakpoint and then set the trace

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dingrite
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PostPosted: Mon Apr 06, 2015 8:54 pm    Post subject: Reply with quote

Dark Byte wrote:
Quote:

So now I just right click on an instruction and do "toggle breakpoint".

and
Quote:

The result is that the trace window stays empty

that doesn't make sense. Toggle breakpoint will set or remove a breakpoint, not a trace bp (it can remove it)


Quote:

Edit: I thought that maybe I have to somehow alter the condition only for the Trace breakpoint but I see no way to do this, because the trace window only gives the stop condition (which makes no sense, can you at least give us a start condition too?) so when I set it it triggers immediately and the breakpoint ends - how am I supposed to set the starting condition on that?

pause the game first using the pause button in advanced options, or first cause it to break somewhere else, remove that breakpoint and then set the trace


Then it appears I have been setting 2 BPs all along.

It's unreasonable to expect to just pause a game... Many games don't like getting paused. Could you please include such an obvious feature for teh next release? Thank you.
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