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Cheat Engine 5.6 RELEASED ---very soon
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Snow1337
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PostPosted: Sat Dec 12, 2009 11:42 am    Post subject: Cheat Engine 5.6 RELEASED ---very soon Reply with quote

I was having a conversation about multi static pointers with DB in a pm message, and he gave me some teasers for the next upcoming release

Quote:
next ce release (5.6) which will be the last 32-bit version of ce
it'll have a pointerscanner that's a lot faster than the old one (where a level 5 pointer scan used to take 3 days it now finishes within a minute and more results)
improved kerneldebugging, global debug is now functioning properly (so the set debug register isn't visible)
some new auto assembler improvements like declaring outside of the enable/disable sections, and an array of byte scan command to find those relocated blocks of code
stacktrace that should make it easier to locate the caller of a function

runtime launching of dbvm (more stable than booting off cd) which opens up a workable kernel debug and cloaked memory edit for 64-bit intels


and lots and lots of bugfixes (e.g the floating point panel is fixed, heaplist is now done different, high dpi display fixes, etc...)

hopefully a release before February

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XxxDooMxxX
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PostPosted: Sun Dec 13, 2009 3:38 pm    Post subject: Re: Cheat Engine 5.6 RELEASED ---very soon Reply with quote

lol??? i didn't heard about that now i am seeing.... Wink i want to try it ... it sounds verry "tasty"
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PostPosted: Sun Dec 13, 2009 4:15 pm    Post subject: Reply with quote

Those were known for those that go to the IRC channel.
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PostPosted: Mon Dec 14, 2009 11:40 am    Post subject: Reply with quote

Good news!

Any improvement on the Dissect data/structures?

Cheers!
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Dark Byte
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PostPosted: Mon Dec 14, 2009 11:58 am    Post subject: Reply with quote

a couple
horizontal scrollbar
no more errors when doubleclicking a pointer, opening a pointer and changing the type doesn't leave the old expended pointer behind
the method of determining the type has been improved a little bit (of course, still a guess most of the time)
and I still got some time for some other fixes/changes if I can come up with them

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PostPosted: Mon Dec 14, 2009 12:23 pm    Post subject: Reply with quote

Excellent!

There are two things that I would appreciate:

1) Keep the structure size (that was defined by the user) when any type is modified as, for example, double to float or dword;
2) For any datum that was defined by the user, keep its name and address when any datum type is modified above in the structure;

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Dark Byte
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PostPosted: Mon Dec 14, 2009 12:36 pm    Post subject: Reply with quote

ah yes, those are things that annoy me as well but I kept forgetting about them. I'll see what can be done about that
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PostPosted: Mon Dec 14, 2009 12:58 pm    Post subject: Reply with quote

Thanks!

I have remembered two more things:

1) An option to re-size the structure, keeping the infos I mentioned before;
2) An option to create a new memory dissect window from any pointer defined in the current structure;

Thanks again!

Cheers!
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Dark Byte
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PostPosted: Mon Dec 14, 2009 2:07 pm    Post subject: Reply with quote

in short:
* get rid of size based structures and switch to offset based (so multiple entries can have the same address)
* easy spawning of a new dissect window based on the pointervalue you've targeted

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PostPosted: Tue Dec 15, 2009 5:24 am    Post subject: Reply with quote

Hi DB,

I am not sure I understand your "in short" comments. But, maybe, I was not able to express myself correctly (I know my english is not good).

But what I tried to say was:

1) Sometimes when I am analysing a game data, the tool asks for a size to the structure (default 0x1000). I usually define the size based on the offset that has the info I want to analyse (fi, 0x400). During the analysis I give names to the offsets (ex.: CurrHP, MaxHP, etc). Further in the analysis I find out that there is important info at offset 0x1200). Thatīs when a resize could be helpful. In CE55, I could have to insert 0x200 entries to get to that offset or creat a new structure (in this case, I would have to enter all the offset names I have already defined and redefine again some information type (double, dword, float, etc).

2) Also during the analysis, I want to check some structures that are pointed in the structure I am current analysing. In CE55, I have to add the pointer to a CE table and from there I can browse the memory region and choose to create a new dissent window for that region. I just wanted to quick up things. An option to browse the memory region from a pointer in the dissect window could be enough.

I hope I have expressed myself better.

Cheers!
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Dark Byte
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PostPosted: Tue Dec 15, 2009 11:42 am    Post subject: Reply with quote

yes, that's what I meant
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PostPosted: Tue Dec 15, 2009 8:11 pm    Post subject: Reply with quote

this was pretty easy to add
also, following pointers is now as easy as highlighting one and pressing 'f'

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PostPosted: Fri Dec 18, 2009 4:51 am    Post subject: Reply with quote

Fantastic!

Now I am looking forward to CE5.6.!!!

Cheers!
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SwaggaJackin'
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PostPosted: Fri Dec 18, 2009 10:40 pm    Post subject: Reply with quote

That new pointer scanner sounds like a godsend if it works as quickly as you say it does.

Is this already implemented into the SVN?

Can't wait for 5.6! Smile
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PostPosted: Sat Dec 19, 2009 7:34 am    Post subject: Reply with quote

yes, it's already implemented in the svn
It's recommended to have at least 4 GB of ram to use it on a full game (full memory usage for the game and ce)
and more importantly, have a lot of fast diskspace

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