<Exploit1337> Well nothing related i guess , i just gone there by google search. My problem was that the stack was not updating and i found out that i need to check follow esp option.
<mrexodia> hm okay
<mrexodia> that's strange
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<nullxzero> Am I right that x64dbg can be confused by packers who utilize the Trap Flag in RFLAGS? It seems "Step Into" and "Trace into" are not working reliable anymore when the packer reached that point. If so, is there any countermeasure I could have?
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<mrexodia> Are you using TitanEngine?
<mrexodia> Because there should be a workaround there
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<nullxzero> I do
<nullxzero> What would be the workaround?
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<mrexodia> If you step the trap flag shouldnt be pushed
<mrexodia> Nothing you have to do for that
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@x64dbgbot
<nullxzero> I am stupid, sorry. I used "Execute till return" in RtlUnwindEx which obviously doesn't work as it never actually returns.
<nullxzero> Will the value of the TF Flag I'm seeing in the GUI still be the actual value or the faked one which wouldn't be pushed? Speak: is it the value the debuggee think it is?
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@x64dbgbot
<nullxzero> Also, what would be the way in x64dbg to say to the tracing: "pause execution once the callstack below the current function changes" (speak: faking "execute till return" some way)?
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<Abraham> Hi here
<Abraham> I’m new
<morsisko> hi new
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@x64dbgbot
<Abraham> how does it work here???
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<c0rt3x0> Depends what you mean
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<mrexodia> Generally the trap flag isn’t set so I think the GUI will show the trap flag not set (re @x64dbg_bot: <nullxzero> Will the value of the TF Flag I'm seeing in the GUI still be the actual value or the faked one which wouldn't be pushed? Speak: is it the value the debuggee think it is?)
<mrexodia> Yeah you can use a condition on rsp (re @x64dbg_bot: <nullxzero> Also, what would be the way in x64dbg to say to the tracing: "pause execution once the callstack below the current function changes" (speak: faking "execute till return" some way)?)
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<Diacaprio> 🤣🤣 (re @x64dbg_bot: <morsisko> hi new)
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<nullxzero> Thanks!
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<jorrr1> How to effectively find the function that is called after some action in the game?
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<Michel_LDJ> Good morning, I'm Michel electronic technician. I am passionate about the world of code debugging my free time I spend researching new debugging programs and new functions. I come from OllyDebug (old school) and after several years I decided to pick up the topic of cracking and code debugging.
<Michel_LDJ> Any courses that recommend me to learn how to use the software well ?
<Michel_LDJ> From now on congratulations to the programmers of the Software
<morsisko> don't think the general concept of using x64dbg changed since then
<morsisko> maybe some features changed a bit, but as far as I read those posts they are still possible to follow
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<jvoisin> I was just being snarky
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<Michel_LDJ> Thanks, I'm going to see it. Sorry if my English is not very good. I am from Argentina
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<jorrr1> How to effectively find the function that is called after some action in the game?
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@x64dbgbot
<lpcvoid> go from network packet on if its an mmo
<lpcvoid> trace upwards until you find some dispatch function that constructs packet
<lpcvoid> and from there go on
<lpcvoid> but this is offtopic I think
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<jorrr1> It's single but I try trace.
<jorrr1> And I have a question if it is possible to somehow color the addresses that were called during the debug execution to the next breakpoint or jump inside/over etc?
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@x64dbgbot
<Yuji Sakai> via plugin if somebody do some
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@x64dbgbot
<mrexodia> You can use trace record (re @x64dbg_bot: <jorrr1> And I have a question if it is possible to somehow color the addresses that were called during the debug execution to the next breakpoint or jump inside/over etc?)