# Dynamic trace for the loading-tip cycle function The static RE pass narrowed the candidate function to a small set of VMAs in `0x141174xxx` (loading-screen construction) and a few call targets. To confirm which one is the per-frame tip cycler, we use hardware breakpoints to observe the running `eu4.exe`. ## Why Manual RE of a 38 MB binary without symbols is slow. The cycle function is *not* the `0x141174F50` setup function (which runs only once). The per-frame update is somewhere else, calling the same `findChildByName` / `setText` virtuals, but with a Timer. Hardware breakpoints on the candidates and a hit counter tell us which one fires most often during the loading screen. ## Tool `bin/trace_tip_cycle.exe` (built with `x86_64-w64-mingw32-gcc`, MinGW-w64 GCC 15.2.0). It: 1. Finds the `eu4.exe` PID. 2. Opens the main thread. 3. Sets `DR0`–`DR3` hardware-execute breakpoints on the first 4 candidate VMAs. 4. Calls `DebugActiveProcess` to attach as a debugger. 5. Loops on `WaitForDebugEvent`, logs every `EXCEPTION_SINGLE_STEP` whose `ExceptionAddress` matches a candidate, and re-arms all 4 breakpoints (Windows clears them on exception). 6. Exits after 10000 hits or 5 minutes, whichever comes first. The hit log is written to `trace_log.txt` next to the .exe. ## Candidates currently traced | VMA | Source | |----------------|------------------------------------------------------------------------| | `0x141174F50` | `load_screen_setup` (static RE confirmed, runs once) | | `0x141174840` | `status_updater` (spinner — confirmed fires every frame) | | `0x141175110` | `status_lookup` (helper, may or may not be per-frame) | | `0x14117AD80` | call target — likely the GUI `addChild` path | | (12 more) | See `src/trace_tip_cycle.cpp` for the full list | Only the first 4 fit in the 4 HW debug registers. If the cycle function is one of the others, expand the candidate list and re-build. ## How to run 1. **Launch EU4** through Steam. (Or directly: `"C:\Program Files (x86)\Steam\steamapps\common\Europa Universalis IV\eu4.exe"`.) 2. **Trigger a loading screen** — start a new campaign, or load a save. The loading screen must be on-screen for the tip cycler to run. 3. In a second shell, run the tracer: ```bash cd tools/loading_tip_patcher ./bin/trace_tip_cycle.exe ``` 4. **Wait 30–120 s** for the loading to finish and the tracer to record enough hits. 5. Open `trace_log.txt`. The VMA with the highest hit count is the per-frame tip cycle function. Compare with the candidate list to identify the exact symbol we should patch. ## Expected output (illustrative) ``` [trace] target PID 12345, main thread TID 12350 [trace] HW breakpoints set on first 4 candidates [trace] Waiting for exceptions. Run the loading screen NOW. [hit] #1 vma=0x141174840 count=1 prev_rip=0x141174812 +dt=12us [hit] #1 vma=0x141174840 count=2 prev_rip=0x141174812 +dt=16543us [hit] #1 vma=0x141174840 count=3 prev_rip=0x141174812 +dt=16601us [hit] #0 vma=0x141174f50 count=1 prev_rip=0x141174e9f +dt=8us [hit] #1 vma=0x141174840 count=4 prev_rip=0x141174812 +dt=16572us ... ``` The expected pattern: `0x141174840` (status updater / spinner) fires ~30 times per second while the loading screen is up. If a *new* VMA fires every few seconds (~8 s interval), that is the tip cycle function. ## After the trace 1. Identify the new VMA from the log. 2. Add it to the static-RE notes in `RE_notes.md`. 3. Add a `candidates[]` entry in `src/trace_tip_cycle.cpp` and `src/main.cpp` (with a TODO marker for the actual byte-pattern patch). 4. Re-run with the new candidate list if necessary. ## Caveats - `DebugActiveProcess` will **freeze** the target until the trace loop is running. If you set the breakpoint and then close the tracer, the target will be left in a frozen state. Kill `eu4.exe` with Task Manager to recover. - x64 Windows only allows **4** HW execute breakpoints. The 5th and later candidates in the list will not fire. If the cycle function isn't in the first 4, you must narrow the list and re-run. - The tracer is **not** stealthy — Paradox's anti-cheat (if it runs in `eu4.exe`) will likely detect `DebugActiveProcess` on the same process. Don't use this on an ironman / multiplayer session.