Hardware watchpoint on game_object+0x18 (runtime addr 0x2361064) fired during active gameplay via MCP debug agent. Write at 0x4360A7 (MOV [ECX+18h], 0xB0) inside on_deactivate_force_pause_state. Confirms existing static analysis: - eax=0x47 (old gameplay state read just before write) - esi=0x1c (WM_ACTIVATEAPP -- exact match to documented WM message) - DAT_0047E578=0x47 (prev-state global saved correctly) - game_object+0x20=0x47 (target state still 0x47, round-trip intact) State 0xB0 (pause/deactivate) was already documented; this adds live confirmation. The still-open symptom-2 (reset to menu on re-focus during gameplay) is not in this state write -- it lies further along in ddraw_full_display_reinit. Also records Item 3 watchpoint result: watchpoint on DAT_0047c488 fired at 0x40E998 (MOV [DAT_0047c488], EAX in player_cooldown_timers_tick -- the store is in the caller, not inside compute_frame_delta_ticks_60hz_min1_clamp). Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01TN4Ytn3gdWRonNmHpisWQv |
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| .. | ||
| superpowers | ||
| FORMATS.md | ||
| FUNCTIONS.md | ||
| HANDOFF.md | ||
| LEVEL_NOTES.md | ||
| METHODOLOGY.md | ||
| PATCH_VERSIONS.md | ||
| PATCHES.md | ||
| WEAPONS.md | ||