Read-Only DMA Game Entity Monitor

Job ID: 40599968

Budget: $750 – $1,500 USD

I need a purely read-only DMA pipeline that can sit on a separate board, pull live memory from a running game, and expose the positions, states, and IDs of all in-game entities for monitoring (think an “extra-sensory perception” overlay, but with absolutely no writes back to the host RAM). The emphasis is a zero-footprint approach: no patches, no DLL injection, no driver installs—only external Direct Memory Access configured strictly for reads.

Scope
• Firmware or HDL that configures the DMA controller to enumerate on the target bus, request the desired address ranges, and stream them out in real time.
• A lightweight host-side parser (C/C++ or Rust preferred) that decodes the raw stream into structured entity data I can consume through a local socket or shared memory.
• Hard guarantee the design never issues a write transaction; I will verify this on a logic analyzer.

Acceptance criteria
1. Logic-analyzer trace shows no memory-write cycles during a 30-minute capture.
2. Entity list updates at ≥60 Hz with <5 ms added latency.
3. Source builds reproducibly with clear pinouts and clock requirements documented.

Mention any experience with PCIe-based DMA sniffers (e.g., ULFTDI, PCILeech, FPGA-to-USB3 solutions) or similar read-only security tools; it will help me gauge fit.