Cheat Engine Forum Index Cheat Engine
The Official Site of Cheat Engine
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 


Cheat Engine 6.3 Released
Goto page 1, 2, 3, 4, 5, 6  Next
 
Post new topic   Reply to topic    Cheat Engine Forum Index -> Cheat Engine
View previous topic :: View next topic  
Author Message
Dark Byte
Site Admin
Reputation: 470

Joined: 09 May 2003
Posts: 25785
Location: The netherlands

PostPosted: Thu Jun 13, 2013 1:36 pm    Post subject: Cheat Engine 6.3 Released Reply with quote

http://cheatengine.org/download/d1/CheatEngine63.exe
If you encounter bugs, please let me know



Fixes:
Fixed dll injection for 64-bit targets (also fixes speedhack for 64-bit)
Fixed speedhack thread safety so changing speed in a program that constantly checks speed won't cause a crash/weird behaviour
Fixed Lua speedhack_setSpeed being limited to 2 digit accuracy
Customtypes can now deal with huge size types (4096 bytes and bigger)
Some table merging bugs
Fixed negative values in groupscans
Fixed a lot of assembler and disassembler instructions
Fixed GenericHotkey in lua
Fixed the table version of writeBytes in lua
Fixed the bug where if you opened the settings window and click ok you wouldn't be able to debug anymore
Fixed unlabed labels
Fixed crash when clicking stop when using the debugger to find something
Fixed where CE would select invisible entries when multiselecting and press space
Loading a table now deletes tables you might have previously defined
The autoassembler can now handle $luavar when it's an integer instead of string
Fixed break on entry when creating a process
Fixed the stackview in 64-bit ce when targeting a 32-bit program
Fixed unloading the driver when global debug was used before
Fixed the symbolpath not changing to what you wish, and add the game's exe to the symbol path search by default
Fixed dbvm stability
Fixed global debug not handling 64-bit mov dr* instructions properly

Additions and changes:
Redesigned the lua class system
Added mouse4 and mouse5 to the lua defines
Added the THREADSTACK# symbol which points to the stack start of the specific thread number (pointerscan can use it)
The pointerscan has several new features to decrease time and increase useful results
Added sorting the pointerscan by column (Tip: After a sort close the pointerscan and delete .ptr files you do not wish)
Changed hotkey handling internally
The different display types in the hexadecimal view of memoryview now support direct editing as well
The foundlist can now display using a different display type, on the condition that the type has a compatibly bytesize
The foundlist now shows a "previous value" column and marks differences red
The symbolhandler now has a better distinction between 32 and 64-bit modules. Non-compatible modules (64-bit in 32-bit programs) will get an underscore in front of their symbolnames
Groupscans can now let you choose which elements to add to the addresslist when doubleclicked
Added a graphical memory view
Added a new breakpoint type :Exceptions (not dependant on size and no debug registers, but extremely slow to unplayable)
The "Find out what *** this address" function now has the ability to show if the given opcode is used for other data as well
Added a luaserver to ce that you can use to let a different/target process execute lua commands and pass data
The userdefined comments can now show handle multiple lines
Dissect code now lets you jump to a referal if you click the line
Added a few new lua methods to the disassembler so you can render your own data in front and after a disassembler line
Assembler: Added override support to relative jumps
Auto Assembler: AA command ReadMem can now work on large sets of data without being too slow
Auto Assembler: Scripts with multiple AOBScan commands will go faster now (grouped into one)
Auto Assembler: Added a new "AOBSCANMODULE" auto assemble command . Usage: AOBSCANMODULE(modulename, aob)
Auto Assembler: GlobalAlloc now doesn't allocate 4KB (64KB in reality) for each symbol but now groups them
Auto Assembler: Registersymbol now works with aobscan results
Auto Assembler: Add support for inscript structure definitions
Tracer: You can now save and load a trace
Addresslist: Changing a records' value (lua setValue) now supports lua statements if the new value is enclosed by brackets [ ] (Example: [12-2] becomes 10, and [readInteger(0x00400500)+10] returns the value at 00400500 with 10 added to it)
D3D: Added the ability to dissect a whole d3d scene and get the stack at the moment a specific object is being rendered
D3D: Also works on 64-bit targets now
Symbolhandler: It now interprets "structurename.variablename" and returns the offset of variablename in the structure. This includes auto assembler
Binary files inside cheat tables are now stored using ascii85 instead of hexadecimal
Added a more complex disassembler class that gives more information about what it disassembled
Dissect data now also shows the effect of a locked column on childnodes
Dissect data can now have custom name under each address besides a groupname
Dissect data elements can now have a custom background color
The structure spider can now also work with locked memory (shadow memory)
Changed the way the vertical scrollbars of the disassembler and hexview panels work
The "find what acceses this address" window no longr prints out ALL results in the info box when multiselecting.
Changed the stackview panel so when it's visible and you resize the window it's on, it resizes instead of the hexview
The assembly scan can now have a custom range
Added an option to the trainerscript generator to generate a D3DTrainer (if the game supports it)
DBVM now works on AMD systems. Some features like Ultimap are still Intel only, but int hooks work

_________________
Do not ask me about online cheats. I don't know any and wont help finding them.

Like my help? Join me on Patreon so i can keep helping
Back to top
View user's profile Send private message MSN Messenger
++METHOS
I post too much
Reputation: 92

Joined: 29 Oct 2010
Posts: 4197

PostPosted: Thu Jun 13, 2013 3:00 pm    Post subject: Reply with quote

Nice work. Thank you. Very Happy
Back to top
View user's profile Send private message
Krude
Newbie cheater
Reputation: 0

Joined: 12 Jan 2011
Posts: 15

PostPosted: Thu Jun 13, 2013 6:48 pm    Post subject: Reply with quote

Here's a "bug" that i think you said you wanted to fix for the new release:

Exporting / importing memory into 64-bit address space (0x100000000 and above) still doesn't seem to work.
Back to top
View user's profile Send private message
grasmanek94
Master Cheater
Reputation: 0

Joined: 03 Jun 2008
Posts: 283
Location: The Netherlands

PostPosted: Thu Jun 13, 2013 6:57 pm    Post subject: Reply with quote

oh finally some fixes I've been waiting for a long time Very Happy You probbly skipped some in the changelist but I think they are included in CE6.3.

Last edited by grasmanek94 on Fri Jun 14, 2013 6:56 am; edited 1 time in total
Back to top
View user's profile Send private message
mgr.inz.Player
I post too much
Reputation: 222

Joined: 07 Nov 2008
Posts: 4438
Location: W kraju nad Wisla. UTC+01:00

PostPosted: Thu Jun 13, 2013 7:14 pm    Post subject: Reply with quote

Minor bug

Steps:
1. inside CE6.3 settings,
2. under Hotkeys, click/highlight first entry: "popup/hide cheat engine"
3. Look at Hotkey editbox, yes, it is empty.

4. close settings window
5. execute this script:
createHotkey(function () end,VK_SHIFT,VK_CONTROL,VK_F2)
6. open settings window. Do step 2 and 3. You will see that editbox is not empty anymore.



The problem is when someone will use CT file with Lua script with createHotkey.
User opens CT file, run script, opens settings menu and just close it with OK button.
From now on "popup/hide cheat engine" has now latest hotkey registered with lua command.

_________________


Last edited by mgr.inz.Player on Thu Jun 13, 2013 8:20 pm; edited 1 time in total
Back to top
View user's profile Send private message MSN Messenger
grasmanek94
Master Cheater
Reputation: 0

Joined: 03 Jun 2008
Posts: 283
Location: The Netherlands

PostPosted: Thu Jun 13, 2013 7:57 pm    Post subject: Reply with quote

Also, in auto assemble,when selecting code and you use your mousewheel to scroll down, selection does not work, you have to use the mouse pointer and drag it to the bottom or use CTRL+A
Back to top
View user's profile Send private message
mgr.inz.Player
I post too much
Reputation: 222

Joined: 07 Nov 2008
Posts: 4438
Location: W kraju nad Wisla. UTC+01:00

PostPosted: Thu Jun 13, 2013 8:25 pm    Post subject: Reply with quote

@grasmanek94, I use SHIFT+arrowkeys or SHIFT+pageuppagedown for that. Of course, everyone has different habits.
_________________
Back to top
View user's profile Send private message MSN Messenger
Dark Byte
Site Admin
Reputation: 470

Joined: 09 May 2003
Posts: 25785
Location: The netherlands

PostPosted: Fri Jun 14, 2013 6:48 am    Post subject: Reply with quote

I agree with grasmanek94. I myself also frequently use scroll selecting.
The problem is that this is a bug in the stable build of lazarus (that was fixed over a year ago in the svn)
But since I build ce with the stable build of lazarus (next time i'll just stick with daily snapshots for releases) this bug is in.

Anyhow, I have copied the synedit.pp pas with the fix over to my own build and it seems to work fine now. ( for those interested in compiling manually, this version: http://svn.freepascal.org/cgi-bin/viewvc.cgi/trunk/components/synedit/synedit.pp?view=markup&root=lazarus&pathrev=37377 )
I'll upload a new version when i've confirmed it doesn't break anything important (it should only affect the scripting parts of ce: aa and lua)

_________________
Do not ask me about online cheats. I don't know any and wont help finding them.

Like my help? Join me on Patreon so i can keep helping
Back to top
View user's profile Send private message MSN Messenger
mgr.inz.Player
I post too much
Reputation: 222

Joined: 07 Nov 2008
Posts: 4438
Location: W kraju nad Wisla. UTC+01:00

PostPosted: Fri Jun 14, 2013 6:58 am    Post subject: Reply with quote

Dark Byte wrote:
( for those interested in compiling manually, this version: http://svn.freepascal.org/cgi-bin/viewvc.cgi/trunk/components/synedit/synedit.pp?view=markup&root=lazarus&pathrev=37377 )

Recompiling synedit module is required? Or we only overwrite that file?

_________________
Back to top
View user's profile Send private message MSN Messenger
Dark Byte
Site Admin
Reputation: 470

Joined: 09 May 2003
Posts: 25785
Location: The netherlands

PostPosted: Fri Jun 14, 2013 7:08 am    Post subject: Reply with quote

not sure, I just rebuild my whole lazarus install with that (tools->build lazarus with profile normal ide) since it also affects the code editor (which I tend to use when working on ce)

But I think when you build CE it might detect the changed synedit.pp and build that package automatically.

anyhow, just test it. If scrolling while selecting breaks selecting further, it's not working, else it is

_________________
Do not ask me about online cheats. I don't know any and wont help finding them.

Like my help? Join me on Patreon so i can keep helping
Back to top
View user's profile Send private message MSN Messenger
mgr.inz.Player
I post too much
Reputation: 222

Joined: 07 Nov 2008
Posts: 4438
Location: W kraju nad Wisla. UTC+01:00

PostPosted: Fri Jun 14, 2013 7:41 am    Post subject: Reply with quote

Yup, it recompiled automatically. (I just used "lazbuild.exe cheatengine.lpr")
Selection with scroll-by-wheel works.



Edit:
Btw. Proof of concept trainer. You don't need the game to try this trainer. Download LINK:
http://www.mediafire.com/?agkv68ke66hhx8r


Used: pure CE63, lot of Lua coding,
Not used: CheatEngine DLL plugins, third party programs, etc


tricks used:
- http://forum.cheatengine.org/viewtopic.php?t=565651 customSound
- http://forum.cheatengine.org/viewtopic.php?p=5479438#5479438 nfoWindow
- http://forum.cheatengine.org/viewtopic.php?t=562691 other tricks

_________________
Back to top
View user's profile Send private message MSN Messenger
Recifense
I post too much
Reputation: 166

Joined: 17 Mar 2008
Posts: 3688
Location: Pernambuco - Brazil

PostPosted: Sat Jun 15, 2013 4:53 am    Post subject: Reply with quote

Congratutalions to all that took part on this release and specially to Dark Byte.

Cheat Engine is getting better and better. Full of fantastic features.

Cheers to all!

_________________
Don't think TRAINER, think TABLE. Wink

MSG: Contributing since 2008 (March,17th) Smile

STATUS: if you want one of my tables, e-mail me.

NO NEW TABLE. ONLY MAINTENANCE OF SOME OLD ONES.
Back to top
View user's profile Send private message Send e-mail
HenryEx
Expert Cheater
Reputation: 2

Joined: 18 Dec 2011
Posts: 100

PostPosted: Sat Jun 15, 2013 3:52 pm    Post subject: Reply with quote

It might actually be intentional behavior, but i thought i'd bring it up.
CE Tables don't save whether an entry was collapsed or not when you use the Left/Right keys option. It's handy to use on parent entries that have values themself that you might not want frozen to show the children.

Currently, you have to manually collapse (is that even the right word?) every parent entry you set to the Left/Right key option every time you open up a table if you don't want the children visible.
Back to top
View user's profile Send private message
loginphp
Cheater
Reputation: 0

Joined: 02 May 2013
Posts: 25

PostPosted: Sat Jun 15, 2013 5:48 pm    Post subject: Reply with quote

Cheat Engine is improving and all of these changes are certainly a step up. Good work! as always.

I haven't had my chance to dig into this release yet but when I do I will definitely report any bugs I find to this thread.

_________________
What is a "signature"?
Back to top
View user's profile Send private message
Gniarf
Grandmaster Cheater Supreme
Reputation: 43

Joined: 12 Mar 2012
Posts: 1285

PostPosted: Sat Jun 15, 2013 6:23 pm    Post subject: Reply with quote

Dunno if it's best to make a separate thread or post it here, but here is one bug: opcode LDDQU XMM2,DQWORD [EAX+ECX-10] (F20FF05401 F0) is not disassembled correctly. Most likely the whole LDDQU family is affected.

Edit: here are others:
Bug2: Scanning for the string "Clear" using the string datatype adds results of length 5 in the cheat list, but using the groupscan command "BA:1 s:'Clear' " gives results of length 7 regardless of what bytes (null, other chars, 0x1...) follow the string "Clear". The main problem with those 2 extra bytes is that they shift the rest of the groupscan pattern.

Bug3: Groupscanning for "BA:1 s:'Clear'" gives an error (Nothing to scan for) but "BA:1 s:'Clear' " is accepted. The difference is the space at the end.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Cheat Engine Forum Index -> Cheat Engine All times are GMT - 6 Hours
Goto page 1, 2, 3, 4, 5, 6  Next
Page 1 of 6

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © 2001, 2005 phpBB Group

CE Wiki   IRC (#CEF)   Twitter
Third party websites