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Conditional breakpoints too slow?

 
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HelpMe1234
How do I cheat?
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Joined: 15 Oct 2018
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PostPosted: Sat Mar 14, 2020 12:10 pm    Post subject: Conditional breakpoints too slow? Reply with quote

So, I have some shitty integrity checks scanning the .text section of my game.

I want the process to break when it accesses the last address of .text. I know for sure that the instruction, which I want to place the breakpoint on, accesses it because I used "Find out what accesses this address" on it.

Now, if I set a breakpoint with the condition that the register holding the .text addresses is equal to the last addresses of .text it just won't stop.

Obviously the text section is pretty big (54,607,353‬ bytes) so my guess is that CE slows down the thread too much by checking if the condition is met on each break?

I tried to make the addresses PAGE_NOACCESS so I would get a sweet exception I could catch, but for some reason the process just stops. (Integrity checks is the only thing that ever accesses my address)

So are there any alternatives you would recommend? Or is there anything I missed?
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ParkourPenguin
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PostPosted: Sat Mar 14, 2020 1:15 pm    Post subject: Reply with quote

Set a break-on-access breakpoint on the last accessed address.
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HelpMe1234
How do I cheat?
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PostPosted: Sat Mar 14, 2020 3:55 pm    Post subject: Reply with quote

ParkourPenguin wrote:
Set a break-on-access breakpoint on the last accessed address.


Thanks, that did the trick. Very Happy
Is there any way to place this type of breakpoint from the GUI? I used Lua...
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ParkourPenguin
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PostPosted: Sat Mar 14, 2020 9:55 pm    Post subject: Reply with quote

Right click menu in the hex view (bottom half of memory viewer) -> Data Breakpoint -> Break on Access.

ctrl+space will sync disassembler and hexview addresses (non-focused gets changed).

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