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"All 4 debug registers are currently used up." Bug

 
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jggun
How do I cheat?
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PostPosted: Mon Feb 03, 2014 2:00 pm    Post subject: "All 4 debug registers are currently used up." Bug Reply with quote

Hey guys,
Hoping someone can help me realize whatever obvious thing I'm missing. I am using Cheat Engine 6.3, and I've familiarized myself enough to start looking for multi-level pointers. Trouble I'm having is I can't seem to get past the fourth level. When I try to find out what accesses that last level pointer address, I get this error message:

"All 4 debug registers are currently used up. Free one up and try again"

I hit the big "STOP" button at the bottom of the "The following opcodes write/access [address]" every time I've found the opcode I want - that should stop registers, shouldn't it? But I still get the error message. Is there a way to see active debug registers and manually stop them?

The only topic I've found that references the problem I'm having is here:
forum.cheatengine.org/viewtopic.php?t=561519&view=previous&sid=c4d3d72ae57f8b5e925475e9e718e2df
But that guy never got his issue resolved.

Please help. I have been banging my head against the wall with this for a week and still can't figure it out.

Here's my process so you can (hopefully) pick out what I'm doing wrong.
Code:

1. Find address for HP.  It's 70.  Search for 70, get hit down to 65, search for 65, got address for HP.  Double click to put it in address list.
2. Right click HP address > Find out what writes to this address.  Yes I want to attach debugger (REGISTER 1).  Get hit.  Opcode pops up (edi + 08).  Look at "The value of the pointer needed to find this address is probably [address]".  Hit "Stop."
3. Search for [address] in hex.  One result, double click it to add to the address list.  Copy that address, call it [address2].  Manually add address.  Check "Pointer."  Paste [address2].  Offset is 8.  Now I have a pointer that reads the same HP value as the original address I found.  I can alter it, game alters HP.  So I'm DEFINITELY doing it right so far.  Close opcode window that I stopped before.
4. Right click [address2].  Click "Find out what accesses this address."  (REGISTER 2.) Get hit.  Opcode pops up.  (esi + 0C).  Same as above - search for esi in hex, get pointer address, copy that.  Edit original pointer, paste the new address, offsets are now 8 and C in that order.  I can now use this pointer to edit HP in game - works again.
5. Repeat with the third level. (REGISTER 3.)
6. Repeat with the fourth level. (REGISTER 4.)  At this point I still have a working pointer that I can use to edit HP values in-game.
7. Right click the address of the last pointer I found.  Click "Find out what accesses this address."
Error message "All 4 debug registers are currently used up. Free one up and try again" pops up.
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Geri
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PostPosted: Mon Feb 03, 2014 2:20 pm    Post subject: Reply with quote

Open Memory view->View->Breakpointlist (CTRL+B) and if you see any breakpoints, delete them.
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jggun
How do I cheat?
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PostPosted: Mon Feb 03, 2014 4:05 pm    Post subject: Reply with quote

Went through the list, deleted all of them. Still get the same error message - it looks like the break points aren't actually getting deleted; instead, they move to a "pending" state.

Not sure what is going on here.... Seems like a bug. Think it might have something to do with the fact that I'm running it on a virtual machine?



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++METHOS
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PostPosted: Mon Feb 03, 2014 4:23 pm    Post subject: Reply with quote

I would highly recommend using the pointer scanner. Injection is preferred, but it takes time to learn. The pointer scanner is simple and does all of the work for you.
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Geri
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PostPosted: Mon Feb 03, 2014 4:28 pm    Post subject: Reply with quote

Yeah, it's probably because of the virtual machine.
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Dark Byte
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PostPosted: Mon Feb 03, 2014 5:05 pm    Post subject: Reply with quote

You need to run the program for a minute for the breakpoints to get deleted. But not sure why they stay active, as each time a breakpoint gets hit the timer will reset (breakpoints pending deletion only get deleted when more breakpoints of that type are triggered)
Which debugger interface do you use? And did you download the nosetup versionor the installer version ? (The nosetup isn't as up to date and has a bug with some bp's)

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jggun
How do I cheat?
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PostPosted: Mon Feb 03, 2014 6:07 pm    Post subject: Reply with quote

Darkbyte, I deleted the first break point that I made, then went through the next three pointers - it never deleted. Doesn't mean the game ran long enough though, it pauses whenever I tab out; I'll try that next time. I am using the installer version. Can you give a little bit more explanation of what the different debugger interfaces might be? I don't remember ever selecting a particular one - is there a default?

I've tried to learn pointer scanner, but haven't had any success with it yet, unfortunately. Maybe I just haven't found the right tutorial yet.
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