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| ID | Category | Severity | Reproducibility | Date Submitted | Last Update | ||
| 0000066 | [Cheat Engine] | feature | N/A | 2008-08-31 07:55 | 2009-11-06 22:44 | ||
| Reporter | Csimbi | View Status | public | ||||
| Assigned To | Dark Byte | ||||||
| Priority | normal | Resolution | fixed | ||||
| Status | resolved | ||||||
| Summary | 0000066: Logging | ||||||
| Description |
Hi Darkbyte, as far as I know, currently logging is not possible. There is a game I want to debug, but piece of code (where my breakpoint is) seems to be called about a 100 times, so it's really hard to analyze each break and compare the registers one by one. If, I could log all registers after the code has been executed (the "More info" button kind of thing in the "Find out who accessed this memory" feature), I could cross-check the registers and find out the right call conditions quickly. I imaging three options: "No logging" - obvious. "Log on break" - the user sets a breakpoint and whenever it's triggered, all data is logged. "Log on execution" - the user "flags" the instruction it wants to "watch" and every time the code is executed (regardless if there was a breakpoint or not), all data is logged. I guess there could be problems with this one (excessive amount of data logged, so a "Limit log size to x MByes" would be a good idea (the log could be automatically cleared, or, written to file and cleared - I leave this to the pros). Alternatively, (or, at the same time ;-) ) you could implement a Log() function in the auto-assembler. Log ("") would insert a new line, Log ("Eax: ", EAX) inserts "Eax: 0x0000ABCD (43981)" to the log, and so on, to allow logging any data one might desire. |
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| Additional Information |
The log could be shown in a separate window, or written to a file directly. I leave the details to you, I am pretty sure you get the idea what I mean. |
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| Tags | No tags attached. | ||||||
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