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CoreCLR support?

 
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SwaggaJackin'
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PostPosted: Fri Mar 13, 2026 9:23 am    Post subject: CoreCLR support? Reply with quote

Been a while but glad to see this place is still around. Anyways...


Godot 4 uses CoreCLR now so the standard Cheat Engine mono dissector doesn't work with it. Any plans to add support to this? I was going to check the latest source but it seems the git hasn't been updated since 2023 and now everything is Patreon pay walled. I'm not complaining, I understand everyone has to make a living but is this a planned feature? Also is there any way to obtain the current source or is that pay walled currently?
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Dark Byte
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PostPosted: Fri Mar 13, 2026 9:39 am    Post subject: Reply with quote

there are updates there yes. you got a game name that uses it ?
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SwaggaJackin'
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PostPosted: Fri Mar 13, 2026 9:50 am    Post subject: Reply with quote

Dark Byte wrote:
there are updates there yes. you got a game name that uses it ?

Slay The Spire 2 currently uses Godot 4. I've already made some cheats but it's just really convenient to have the dissector have all the symbols there already instead of having to fiddle with both ILspy and CE to find everything.
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Dark Byte
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PostPosted: Fri Mar 13, 2026 10:55 am    Post subject: Reply with quote

seems to work in the next version


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SwaggaJackin'
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PostPosted: Fri Mar 13, 2026 11:44 am    Post subject: Reply with quote

Excellent. Does the next public release have a date?
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Dark Byte
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PostPosted: Fri Mar 13, 2026 3:46 pm    Post subject: Reply with quote

Soon ™

7.6.5 was supposed to be the 7.7 release, but I couldn't stop myself adding new stuff and improving the newly added items

so recently I made beta version 7.6.6 and hopefully this time I can manage to make a release build

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Csimbi
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PostPosted: Fri Mar 13, 2026 3:54 pm    Post subject: Reply with quote

Dark Byte wrote:
Soon ™

Very Happy

Dark Byte wrote:
7.6.5 was supposed to be the 7.7 release, but I couldn't stop myself adding new stuff and improving the newly added items

Nice!

Dark Byte wrote:
so recently I made beta version 7.6.6 and hopefully this time I can manage to make a release build

Can I has cheezburger plz? Wink
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SwaggaJackin'
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PostPosted: Sat Mar 14, 2026 1:45 am    Post subject: Reply with quote

Dark Byte wrote:
Soon ™

7.6.5 was supposed to be the 7.7 release, but I couldn't stop myself adding new stuff and improving the newly added items

so recently I made beta version 7.6.6 and hopefully this time I can manage to make a release build


Awesome, thanks for all the work Darkbyte. I'll see if this new beta fixes another issue I had with Terraria .NET not loading symbols correctly. If attached to the game, sometimes all .NET symbols wouldn't load, but closing cheat engine and attaching a second time always guaranteed they did, it's strange.

EDIT:

Just tried Terraria, still has the same issue in 7.6.6. Unsure why that occurs.

Unrelated, but I miss your old profile pic of the guy holding up the sword. I always wondered where that image even came from. I'm guessing an old 90s pc game?
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Dark Byte
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PostPosted: Sat Mar 14, 2026 4:01 am    Post subject: Reply with quote

If you attach before the game has loaded or jitted the functions you're interested in they won't show up.

call reinitializeDotNetSymbolhandler until what you need is available
or try the more aggresive collector option where ce injects a .net dll so you can jit the methods yourself

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SwaggaJackin'
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PostPosted: Sat Mar 14, 2026 4:03 am    Post subject: Reply with quote

Dark Byte wrote:
If you attach before the game has loaded or jitted the functions you're interested in they won't show up.

call reinitializeDotNetSymbolhandler until what you need is available
or try the more aggresive collector option where ce injects a .net dll so you can jit the methods yourself


No, I don't think that's the issue. If I let the game run idle after launch for 5 minutes it still won't identify those functions.

But attaching, immediately closing, and attaching again always works 100% of the time. I'll make a short video demonstrating

EDIT: Nevermind, I think you're correct or the beta fixed it. After trying again what's failing now was on my end with an outdated script.

Either way just ignore that, it seems to be functioning fine, sorry to waste your time.
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