A Windower maybe ?

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A Windower maybe ?

Postby WhiteHat » Fri Jul 21, 2006 1:13 pm

Hi guys... I'm new here.
Congratulation to L.Spiro regard this Forum. Great work Spiro !

I know nothing about programming but been on gamehacking for years.
Would it possible to make a full screen games become Windowed ones,
using Memory Hacking Software.

The thing is... I always get freezed everytime I set breakpoints. But,
hardly (actualy, never) found the same situation in windowed games...

This was very irritating for me in debugging game...

That's all... :)

I hope the best for this Tool n Forum !
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Postby L. Spiro » Fri Jul 21, 2006 3:13 pm

You get a freeze on breakpoints in full-screen games because the game locks without a chance to minimize to give you access to the rest of the system.

A kernel debugger such as SoftICE fixes this problem.

A windower is possible for the future, and so is kernel-mode debugging, however both of these are a little ways off (kernel-mode debugging will come first, however).

However, there will be a third alternative sooner than those.
When I rewrite the debugger I will finally finish the logging feature, which will allow you to hit a breakpoint, but the game keeps running, and it logs each instruction in the game until it reaches a stopping point (defined by you).
Then you can go back and view the log interactively, refollowing the code after it has been executed (while the game is still running in the background).


This has other uses as well, but should also solve your problem.


But unfortunately all of these things are going to be in the future, and possibly not even soon.
I have a lot to do already.


L. Spiro
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Re: A Windower maybe ?

Postby LouCypher » Sat Jul 22, 2006 8:32 pm

Whitehat wrote:I know nothing about programming but been on gamehacking for years.
Would it possible to make a full screen games become Windowed ones,
using Memory Hacking Software.
There are examples on Game Deception forums for hooking the D3D functions when the context is created and adjusting the initialization parameters to make fullscreen into windowed. The existing source code uses a loader to inject the .dll for intercepting the function calls.

I think it would be easy to implement into a breakpoint handler.
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Re: A Windower maybe ?

Postby WhiteHat » Sun Jul 23, 2006 8:53 pm

L. Spiro wrote:However, there will be a third alternative sooner than those.
When I rewrite the debugger I will finally finish the logging feature, which will allow you to hit a breakpoint, but the game keeps running, and it logs each instruction in the game until it reaches a stopping point (defined by you).
Then you can go back and view the log interactively, refollowing the code after it has been executed (while the game is still running in the background).

This would be very cool !... Go Go Spiro !... :o


LouCypher wrote:There are examples on Game Deception forums for hooking the D3D functions when the context is created and adjusting the initialization parameters to make fullscreen into windowed. The existing source code uses a loader to inject the .dll for intercepting the function calls.

I think it would be easy to implement into a breakpoint handler.

Thanks for the info m8... I'll go n check... ;)
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