

Interrupt 1 gets captured by ce's device driver, there it's checked if the interrupt 1 actually belongs to the target process and if it was caused by ce, and if so, handle it internally in the driver and quickly exit, not letting windows know a interrupt ever happened.

(if not raise a exception, and if not handled by the application terminate) Interrupt 1 gets passed to the normal windows handler, that one checks if there is a debugport, if so, pause the process and send the event to the debugger (ce) and there I can handle it. Then it can edit the registers and continue as if nothing ever happened.ĬE has 2 methods of catching interrupt 1's using the normal windows api: The change registers at address option does the same, it configures the debug registers to raise the interrupt on execution of the specified address.

(assuming you've configured ce to use debug registers, default, except vista) Rightclick the address in the list and it'll set the proper debug register states so it raises that interrupt on a read or write. But ce 5.3 doesn't make use of that function.Īnd in the past you could set debug registers so global, so they would work for all tasks, but since the early pentium cpu's that functionality got removedĬheat Engine can set those debug registers for you. You can even let it raise a interrupt 1 when the debug registwers are being read or written to. (there is no read only possibility, so use you brains when looking at the instruction that accessed it) You can set it to raise that interrupt on a execution of some codeĪnd on a read/write of a specific address It is right now the main most utilized hack for the game accessible. With day by day overhauls, free intermediaries and boundless assets you will have without a doubt found the right hack for Wizard101. You can set that condition with debug registers. The Wizard101 cheat device is imperceptible, protected and allowed to utilize. Debug registers are special cpu registers that can cause a interrupt 1 interrupt to fire on a special condition.
