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296c283
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If this doesn't use pin anymore and it's a completely different thing, I would make a new repo though.
Also, am I understanding it right? You basically made a dll wrapper (just like many mods do with d3d9.dll or binkw32.dll for example) that can handle all the exceptions you wish?
And this trap-and-emulate approach is faster than pin?
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True, but it's so small and I did actually experiment with PIN a lot, it could even have dangling dependencies in the project. I'd like to make it work first, then do the cleanup.
Yes, I don't know how those d3d9.dll wrappers are made though, I've just picked the smallest library and reimplemented it (contained only 64 bytes of exported static data).
Yes, faster than PIN2 for sure. I've tried it before and it was totally unplayable. Quantum Break worked because I detached PIN after making it through the popcnt area. This time it's not an option.
Tried to handle exceptions with PIN first, but it seems it's capable only of handling it's own exceptions.
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https://reverseengineering.stackexchange.com/questions/8846/pintool-catches-instrumented-application-exceptions
https://stackoverflow.com/questions/48847797/how-to-catch-a-crash-environment-in-intel-pin
?
Then, by all means, if this new approach manages to be both "more standalone" and faster forget about pin.. but I'm quite much disoriented after this new voodoo drop.