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Github Beta - Mono injection fails?

 
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ShaRose
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PostPosted: Sat Oct 24, 2020 8:06 pm    Post subject: Github Beta - Mono injection fails? Reply with quote

I recently tried to port over my cheat table so it could use the new 'mono_getStaticFieldValue' so that it could work when the game ports over to IL2CPP. At first, I decided to test it on stable (To make sure I was using the function correctly, and everything else still worked). So, I went off to compile from GitHub.

After getting Lazarus installed, and compiling for "Release 32-Bit" and "Release 64-Bit", I ran it, attached to a game, and tried to activate the mono features. After a few seconds, I have a messagebox "Failure to launch" and in the (now open) lua engine, "DLL Injection failed or invalid DLL version".

Ok, maybe I messed something up. Clean the local git repo, recompile again. Nothing. OK, there's a lowercase 'release' build mode, let's try that. It's x86 only. Look around, notice that the named Release types include debug info: Maybe that's it! Edit release to be x86-64. Build, launch: Same message.

Is there something I'm missing with building Cheat Engine, or is the mono injection just broken when I try to build it?
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Dark Byte
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PostPosted: Sun Oct 25, 2020 1:55 am    Post subject: Reply with quote

you've tried todays github code?

Compiled the monodatacollector dll as well?

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ShaRose
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PostPosted: Sun Oct 25, 2020 12:22 pm    Post subject: Reply with quote

Dark Byte wrote:
Compiled the monodatacollector dll as well?


And here we have the "something I'm missing". All working now, thanks for pointing that out.
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Silver001
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PostPosted: Sun Oct 25, 2020 8:58 pm    Post subject: Reply with quote

I am also trying to compile today's github code.

*EDIT* - I followed this guide
youtube /watch?v=SGBcAvbqhVM
( Tutorial How to compile Cheat Engine in Windows (and install Free Pascal compiler and Lazarus IDE )

I have Lazarus and FreePascal setup ( with sources and path correct ).
I was able to compile 32bit and 64bit CE.
I also compiled the 32bit and 64bit tutorial.

I then tried to activate Mono in a game with the same error as above.

I went looking back into the sources and found a few more .sln for
.net Data collector , the .net Invasive Data Collector, and Mono Data Collector.
After compiling those , the .net executables seemed the same but had a newer created date. Same with the mono dll's I found in autorun/dll ( 4 of them ).

I still have the above error.
Now it's my turn to ask, what am I missing ?

Are there any other components that are necessary to compile ?
I don't see the game tutorial in the github source.

*Edit* I just checked SpeedHack and it's not working either. Maybe I have a problem with forced injector ?

*Edit* - Last edit of the night. I compiled the speedhack .lpi and it works.
I used the same method on mono and it still doesn't work.
Do I have to manually compile separately vehdebug, luaclient, allochook, winhook ?

Thanks for any help !

Silver001
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Dark Byte
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PostPosted: Mon Oct 26, 2020 1:15 am    Post subject: Reply with quote

the dotnetdatacollector and monodatacollector have a 32 bit and 64 bit version.
You'll need to compile both

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Silver001
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PostPosted: Wed Oct 28, 2020 12:01 am    Post subject: Reply with quote

I'm sorry but I still don't get the whole picture.
The other parts were easy to compile, maybe since they had .lpi files.

The Collectors only have .sln files.
I drop the .sln's in Lazarus and I see the Collectors in the Source Editor.
I can add them to the Project and they show up as Units.
I select the 3 releases and they compile successfully.
I am hoping this was the part you said about compiling Mono 32bit and 64bit...

I still have the same error as OP.

I tried to compile just the .sln by itself but it didn't give me an option for Compile Many Modes and Compile by itself just gave me a Project1.exe !

I just need a little bit more guidance please.

Silver001
Slightly better at disassembling than compiling Laughing
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Dark Byte
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PostPosted: Wed Oct 28, 2020 3:24 am    Post subject: Reply with quote

Do you have visual studio? Because you'll need that to compile the collectors
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Silver001
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PostPosted: Wed Oct 28, 2020 7:04 am    Post subject: Reply with quote

At this moment , no I do not have any VS.
I was trying to use Lazarus for everything.

But now I know where to look.
I will ask around my buddies.

Thank you very much !

Silver001
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Csimbi
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PostPosted: Wed Oct 28, 2020 5:08 pm    Post subject: Reply with quote

VS is free. Well, the dumb edition of it.
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Silver001
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PostPosted: Wed Oct 28, 2020 6:22 pm    Post subject: Reply with quote

Thanks ! I got it, and compiled successfully.

On to the fun !!
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atom0s
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PostPosted: Wed Oct 28, 2020 7:56 pm    Post subject: Reply with quote

Csimbi wrote:
VS is free. Well, the dumb edition of it.


With 2019, there really isn't a 'dumb' version of VS anymore. They did away with a lot of the anti-developer restrictions they used to do in the community editions before. Instead, they have shifted the paid versions to focus more on certain feature sets, support, and team-based development products.

See the comparison here:
https://visualstudio.microsoft.com/vs/compare/

As it is now, the community edition is feature-rich for everyone now and has become a really nice free tool for all. Some of the old restrictions for C++, as an example, have been removed as well with a lot of the Microsoft C++ ecosystem becoming open-source allowing everyone to access the previously paid-only features.

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Csimbi
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PostPosted: Thu Oct 29, 2020 3:36 am    Post subject: Reply with quote

@atom0s
Good to hear, you can tell I am still on 2017 Wink
There's no Windows 7 support anymore in 2019 though, is there?
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atom0s
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PostPosted: Thu Oct 29, 2020 12:21 pm    Post subject: Reply with quote

2019 still supports Windows 7:
https://docs.microsoft.com/en-us/visualstudio/releases/2019/system-requirements

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