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Dark Byte Site Admin
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Joined: 09 May 2003 Posts: 25785 Location: The netherlands
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Posted: Thu Jun 13, 2013 1:36 pm Post subject: Cheat Engine 6.3 Released |
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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
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++METHOS I post too much
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Joined: 29 Oct 2010 Posts: 4197
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Posted: Thu Jun 13, 2013 3:00 pm Post subject: |
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Nice work. Thank you.
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Krude Newbie cheater
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Joined: 12 Jan 2011 Posts: 15
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Posted: Thu Jun 13, 2013 6:48 pm Post subject: |
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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.
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grasmanek94 Master Cheater
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Joined: 03 Jun 2008 Posts: 283 Location: The Netherlands
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Posted: Thu Jun 13, 2013 6:57 pm Post subject: |
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oh finally some fixes I've been waiting for a long time 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 |
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mgr.inz.Player I post too much
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Joined: 07 Nov 2008 Posts: 4438 Location: W kraju nad Wisla. UTC+01:00
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Posted: Thu Jun 13, 2013 7:14 pm Post subject: |
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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.
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Last edited by mgr.inz.Player on Thu Jun 13, 2013 8:20 pm; edited 1 time in total |
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grasmanek94 Master Cheater
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Joined: 03 Jun 2008 Posts: 283 Location: The Netherlands
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Posted: Thu Jun 13, 2013 7:57 pm Post subject: |
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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
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mgr.inz.Player I post too much
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Joined: 07 Nov 2008 Posts: 4438 Location: W kraju nad Wisla. UTC+01:00
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Posted: Thu Jun 13, 2013 8:25 pm Post subject: |
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@grasmanek94, I use SHIFT+arrowkeys or SHIFT+pageuppagedown for that. Of course, everyone has different habits.
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Dark Byte Site Admin
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Joined: 09 May 2003 Posts: 25785 Location: The netherlands
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Posted: Fri Jun 14, 2013 6:48 am Post subject: |
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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)
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mgr.inz.Player I post too much
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Joined: 07 Nov 2008 Posts: 4438 Location: W kraju nad Wisla. UTC+01:00
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Posted: Fri Jun 14, 2013 6:58 am Post subject: |
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Recompiling synedit module is required? Or we only overwrite that file?
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Dark Byte Site Admin
Reputation: 470
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Posted: Fri Jun 14, 2013 7:08 am Post subject: |
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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
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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 |
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mgr.inz.Player I post too much
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Joined: 07 Nov 2008 Posts: 4438 Location: W kraju nad Wisla. UTC+01:00
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Recifense I post too much
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Joined: 17 Mar 2008 Posts: 3688 Location: Pernambuco - Brazil
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Posted: Sat Jun 15, 2013 4:53 am Post subject: |
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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.
MSG: Contributing since 2008 (March,17th)
STATUS: if you want one of my tables, e-mail me.
NO NEW TABLE. ONLY MAINTENANCE OF SOME OLD ONES.
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HenryEx Expert Cheater
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Joined: 18 Dec 2011 Posts: 100
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Posted: Sat Jun 15, 2013 3:52 pm Post subject: |
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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.
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loginphp Cheater
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Joined: 02 May 2013 Posts: 25
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Posted: Sat Jun 15, 2013 5:48 pm Post subject: |
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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.
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Gniarf Grandmaster Cheater Supreme
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Joined: 12 Mar 2012 Posts: 1285
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Posted: Sat Jun 15, 2013 6:23 pm Post subject: |
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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.
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