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Сообщения, опубликованные SER[G]ANT
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Да, так было бы удобней.
Только можно ли от туда удалять? А то если часто добавлять новые ревизии, не удаляя старые, то может кучу места сожрать
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на AMD тоже работает, по крайней мере на серии FX. Только нужно отключать все ядра, кроме первых 4.
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Нет, возможно это я не совсем корректно выразился. Лучше было написать "не обращайте особого внимания".Словом "придираться" у меня и в мыслях не было как-то нагрубить
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Кажется в этой игре указатель на здоровье находиться через сравнивание структур баз
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Я сейчас уже и не вспомню.
Возможно я перезапускал игру, возможно Cheat Engine так решил (модульные адреса я копирую из CE, а не высчитываю их), может в Sеeam вышло обновление. Правда, я сейчас точно не вспомню. В любом случае, я использовал AOBScan. Не придирайтесь особо к этому, но всё равно спасибо за замечание.
Вы хотите сделать телепорт по уже известным координатам. Вам просто нужно переделать или просто удалить первую часть скрипта и вписывать в coordX,coordY,coordZ уже известные. Можно луа скриптом, можно обычным скриптом, как вам будет удобней.
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/*---------------------------------------------------------------------------*/
В CE 6.4 появилась крутяцкая штука под названием Ultimap, которая как раз для
этого и предназначена. Единственная трудность - для неё нужен полностью рабочий
DBVM (ядерный отладчик, идущий в комплекте с CE), который работает только под
Intel.
PS: На 8.1 x64 у меня его завести так и не удалось - на семёрке работает.
/*---------------------------------------------------------------------------*/
Ты не прав.
DBVM работает как на Intel, так и на AMD, просто на Intel в разы больше шансов, что заработает, а не появиться BSOD.
На AMD камнях, серии FX, DBVM прекрасно работает, но у процессоров, с числом ядер >4, нужно отключать все ядра, кроме первых 4 (что очень не удобно).
А вот сама Ultimap работает только с процессорами Intel. Даже мессаджбокс появляется, при попытке запустить её на AMD
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Спасибо!
Кстати, всё таки смог запустить DBVM на процессоре от AMD.
Помогло отключение в биосе всех ядер, кроме первых четырёх. Правда не удобно, постоянно включать и выключать.
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Fixes:
- Network: Network server can now handle multiple incoming connections at the same time
- Gui: Fixed a crash when using multiple scan tabs
- Assembler/Disassembler: Fixed several assembler/disassembler bugs
- Debug: Fixed issues where deleting a breakpoint wouldn't actually remove it, causing a crash
- Debug: Fixed a problem where deleting a breakpoint that was marked for deletion would never happen if the game was constantly triggering the debugger
- Lua: Fixed the 6.2 and earlier version of opendialog_execute
- Lua: Fixed memscan.waitTillDone() when using it on the gui memscan
- Lua: Fixed speedhack_setSpeed() not taking more than 3 digits
- D3D Hook: Direct3D9 objects now support transparency
- D3D Hook: Fix detection of which directx version is actually used for rendering
- Dissect Data: Fixed the column click detection when scrolled
- Auto Assembler: Fixed some commands not highlighting properly
- Ultimap: Fixed ultimap so it now works in windows 8
- Ultimap: Fixed the hotkeys
- Ultimap: Fixed the hint popup for pre-emptive flushing
- Symbols: Fixed a problem where 32-bit modules where detected as 64-bit
- Memory Scan: Fixed next scan causing a buffer overflow in some rare situations
- Form Designer: Fixed a problem where deleting a non visible object failed (press the delete key in the object inspector tree)
- Trainer Designer: Fixed the go back to generated form from functioning and related issues
- PE-Info: Fixed a possibility where a bad PE header could cause an read error
- Memory view: Hexview: Fix 8-byte value editing
- Syntax Highlighters LUA/AA: Fixed UTF8 encoded text
- Syntax Highlighters AA: Added xmm registers
Additions and changes:
- Address List: Added a group option that shows a +/- sign in front of group entries
- Address List: Pressing enter on a single entry now goes into value edit mode
- Address List: Added an option so certain entries in the address list show a groupbox the user can pick from
- Auto Assembler: New auto assembler templates that focus on Array of Byte scans(thanks to jgoemat)
- Auto Assembler: The auto assembler can now handle {$LUA} and {$ASM} preprocessors for multiline lua scripts
- Break And Trace: Added a donottrace.txt file in the base directory which holds a list of modules that should not be traced but stepped over instead
- Pointerscan: Improved performance of the pointer scanner
- Pointerscan: The pointerscan now has the option to generate a lot smaller .PTR files
- Pointerscan: Added the ability to do a distributed pointerscan and pointer rescan
- ProcessList: You can now type in the processlist to filter for the specific process
- Network: Added a basic ARM assembler/disasembler
- Network: The linux/android network version can now use basic debugging (find what access/writes)
- Network: Added speedhack to the network version
- Network: The network version now compresses read/write process memory before sending to the client. The compression level can be changed at runtime
- Network: Added module injection for linux/android
- Symbols: Added better support for .PDB debug files so parameters and local variable references show when that data is available
- Symbols: Added support for .Net
- Symbols: Added support for Java (proof-of-concept showing off the extendabilty of CE)
- Symbols: Added support for Mono (^)
- Memory view: Hexview: Added decimal display modes for the other types
- Memory View: Added shift-scrollng to the hexview and disassembler so you can scroll by 1 byte changes instead of the default calculated sizes
- Stack View: Added a search option
- D3D Hook: you can now reattach the D3D hook to a process that previously had been hooked
- Lua engine window: Added a search and replace option to the editor
- Lua engine window: Added the ability to set breakpoints, inspect variables and step over lines
- Lua engine window: Enabled tab indentation of blocks
- Lua engine window: Some extra customization options
- Trainer Generator: Replaced the beepOnAction with playSoundOnAction and added 2 build in activate/deativate sounds. (You can override them)
- Trainer Generator: The XM file field now has a play button
- Lua/Trainer Generator/Designer: Added several new components , propertes and methods.
- Lua: Added a dll search path to cedir\clibs32 or cedir\clibs64 depending on which cheat engine version is used. Use it for lua extentions
- Lua: Made it more forgiving about method and property names
- Lua: Added some threading helper functions
- Lua: You can now override the disassembler/assembler
- Lua: Lots of other new features. Check out main.lua
Скачать Cheat Engine 6.4
Скачать Русификатор
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- Network: Network server can now handle multiple incoming connections at the same time
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Хотелось бы пощупать x64 сборку и последний dbk64.sys
Держи
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Cheat Engine 6.4 RC1 rev2567
show symbols now also shows when show modules is off
fix auto assembler accessing lua variables of 1 char long and it's preference for integers
add a syntax check for negative registers
add documentation
add a way to access the title property of the application class object. (getMainForm().Owner.Title="Test")
fix define(fVALUE, (float)100.0)
add overlay.fx to the generated .exe when d3d hook is used and add the 64bit dll's for 64 bit targets as well
don't send an openProcess event when a process has been closed
fix the previous value column
remember the last breakpoint condition
fix a problem when dealing with stupid users
and make the scan options groupbox look a little better on some systems
fix the saved scan handler from bugging out when randomly accessed
fix pressing enter on auto assembler entries
add the dotnextdatacollector files to the exe generator
add highlighting for mm#
fix the column click detection in the structure view
better support for utf8 in auto assembler and lua syntax highlighting
fix some form designer issues
hide the testlabel
add an option to specify if during the lua engine resize you wish the code to resize, or the output\
and enable tab indentation for lua
add highlighting of the xmm registers
fix problem with using extra format symbols that where not supported in the disassembler view
in the code injection template when no module address an be given, use the symbolhandler to get an alternate name (e.g jitted functions)
add a version of getProcesslist() for lua that doesn't take a stringlist but just returns a table
Add a warning to forced termination of scans that it can break subsequent scans
Add highlighting for xmm register
increased the fontsize of the tutorial, adjusted some gui component locations, and made the tutorial windows resizable
show the process list filter in the processlist caption
apply .net array patch by justa_dude
add a symbol information lookup command. (can be used to get the size of a function)
Do save the real address
don't save the "laststate" if it's a string (could cause problems)
remove 8 byte storage on treenode.data in the 32-bit version. Fixes the settings menu and shouldn't cause problems as 32-bit shouldn't bother targeting 64-bit processes anyhow
fix the anchor editor not showing icons on the buttons since the move to the current lazarus
commit test
fix some typos in the tutorial and fix a bug in step6
deselect records when nothing is selected
add shift scrolling
fix the addresslist editor when scrolled down
several typo fixes
fix crashes when copying disassembler code and the disassembler was actively used
reset the range after the setup is done
fix legacy thread_synchronize() and change savesession.lua to make use of the current thread.synchronize routine
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как выделить все адреса я понимаю - CTRL+A, а вот ка заморозить сразу много выделенных адресов не могу понять, подскажите пожалуйста.
Нажать на пробел после выделения.
И повторю вопрос: Как встроить спидхак в свой тренер?
Не встраивал, не знаю
И ещё вопрос: Есть ли в доступе исходный код спидхака СЕ или он слишком навороченный для моего теперешнего уровня.
http://cheat-engine.googlecode.com/svn/trunk/Cheat%20Engine/speedhack/
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В 9 шаге же, не указателям учат, а сравнению структур.
Лучше тренируйтесь с этим, намного лучше и надёжней, чем указатели.
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#100 - это, типа значение жизней наобум. Обычно я не вписываю статическое значение, а люблю, чтобы текущее значение всегда равнялось текущему максимальному, но данной игры у меня нет, поэтому сделал по простому.
И делал я это по первому варианту скрипта, где в одном скрипте вы делали и бессмертие, и OHK.
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а зачем такие сложности с пушами и лиами, если можно просто.
...
newmem:
cmp esi,[[DarkSoulsII.exe+FB3E3C]+74]
je short InfHealth
mov [esi+FC],0 //OHK
jmp returnhere
InfHealth:
mov [esi+FC],#100
jmp returnhere
....
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Cheat Engine 6.4 Beta2
rev2531
fix the focus check using the wrong formname
Implement TCloseQueryEvent and hide non implemented events from the object inspector
Add some protections against a 32-bit exception handler bug in fpc
add some more sorting capabilities to the listview
and make the undocumented calendar object at least creatable with code
possibly fix kernelmode debug with global debug enabled
change the hint a bit
fix dll injection and d3dhook when done from an autoattach openprocess call
make the trainer position update constantly now (every 2 seconds)
add an extra parameter to reinitializeSymbolhandler so it can run without having to wait
made the exe trainer generator detect the usage of "xmplayer." as well
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Cheat Engine 6.4 Beta1
rev2524
write the changelist
Add the SelectDirectoryDialog component
And fix DBKLoaded
add the lfs binaries
add the save session script to the svn
add support for some extra 'special' pdb registers
make use of the updated dbghelp for 64-bit as well, fallback to search if missing
commit updated dbghelp dll's. Now also for 64-bit
remove an dependency that was added by accident
fix the output destination paths for the jvmti project in release mode and upload the proper release build dll's
some text changes and add-ons
some network performance improvements
fix the displaytype of 8 byte decimal staying stuck
the left arrow key now decreases the address by 1 just like the right arrow key
remove some debug output
Linux/ARM: make the speedhack and module injection in general function even when a debugger is attached
add option to change the compression level on the network scan
this check isn't necessary anymore (compiled fine in 32-bit with fpc 2.7.1 rev 27759)
stop playback on form close
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rev2508
some path fixes to make release builds functional (get openjdk if you wish to compile this and adjust the paths accordingly)
commit binary versions of the java agent
make compilable for 32-bit as well. And add 2 new build modes (specific 32 and 64 bit release)
now sfloat refuses to compile in 32-bit. (not a too big problem, but there is a better solution so ditch it)
Make the code compilable for FPC 2.7.1 and Lazarus 1.3 build 2014-05-11
Fix a big bug that didn't cause any big problems because of 8 byte aligned local variables
Changed from dynamic compiling the sound resources to a pre build sound resource because of build problems
insert the java settings menu at a more suitable place in the list
implement insert and insertBehind for treenodes
meh
fix the java class editor and add class editing functionality to "find what access" and the class dissector
java: add find what accesses" to the foundlist context menu
fix unknown initial value scan for java
add clientwidth and clientheight properties
fix customcontrol.canvas
add a play button for the xm file
properly deal with multithreading and fix the position not showing
redesign and finish the unregister field modification watch
and update some documentation
make the findWhatWrites routine synchronize with the main thread (it works without, just to make sure)
and add a few defines for listview styles
fix thread synchronize and change it the the global synchronize to accept multiple parameters
Add a "find what writes" to java
markedfordeletion is a better flag to check as active might be false but not yet marked for deletion (windows xp patch. I do understand microsoft on their xp stance here...)
fix the bug where opening,closing, opening, closing a debugger view window would cause an debugger crash
the fieldid would use useful as well
forgot to add code to read out the results
don't let the tracer guess the type if it's 2 byte as it might prefer a byte
add some of the OEM keys to ConvertKeyComboToString
show the hint for tiny
remove some test code
add a nil check
fix compilation error for 32 bit
Remove saving of specific end offsets in the ptr.* files. Just save them one time in the main .ptr
Warning: This is incompatible with existing compressed ptr files(the level index now has a 0 value). I recommend you finish your scans as they will be useless after applying this patch
forgot the 0 terminator, and add some extra checks and safeguards
I have no idea why this would cause a problem in openProcess but use something else to show the error
slightly increase the speed of attaching the veh debugger when there is a huge .pdb
commit an earlier fix for open process block bypassing
some debug output cleanup
add an optional parameter to the protection command
some extra debug info
also the other two
fix checkbox State property
fix not being able to break after clicking stop
add a stop button to the lua engine window debugger
implement the missing memscan.newScan
add documentation for activateProtection
implement a way to protect cheat engine from simple memory scanners (to make the trainer crybabies happy)
And obviously also build in the way to bypass that protection (to piss them off again)
implement java variable scanning code
Add grouped writing to the network interface and add a check to the breakpoint cleanup so it only does that on x86 systems
fix sorting compressed ptr files
fix 16 bit or assembling
fix the paramcount for setActive
and add a dot
implement setField
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rev2460
optimize the compression code now that it's confirmed to work
implement compressed pointerscan files
this might fix a problem with fpc 2.7.1
remove some code that shouldn't be needed anymore
let's keep it compilable for now
commit an idea
implement java_getField
implement java_getAllClassFields and add make jni's push/popLocalFrame available
add some keyboard shortcuts to the lua debugging (f5: set bp, f7: single step, f9:run)
and fix the info to better pick the correct word
fix fld disassembler for the real80 type
implement the searchpath commands
test and fix the invoke method function
implement FindClassObjects
some bugfixes and compilation fixes
some java commits
add some braces
Add a new debugger setting which will keep the gui responsive while debugging a game that hammers the debugger
one extra check on dx9 and compile and commit the 64-bit binaries for d3dhook as well
add some extra safeguards and add extra debugger debugging info
Add some extra safeguards
remove some debug code
Add support for attaching the d3dhook to a program that has already been hooked. And make d3dhook.destroy() cleanup the target process (a little) as well
add a critical section to the command list to prevent multiple threads from messing with the list at the same time
commit fixed hook dll's
Fix textcontainer rendering in dx10 and 11
better detection for which directx version is being used
make the breakpointlist display the type for exception breakpoints
pointerscan now formats the paths/sec into a more readable format, and it now shows when a thread is writing to disk
forgot some braces
One more check
fix breakpoint cleanup with override disabled and thread specific breakpoints
set breakpoint.active to false for single thread bp's when disabled
check dr6 in the cleanup when it's an non continued exception and not an debug exception. (a normal exception doesn't mind DR6 getting changed)
change createNativeThread into a variable argument function (the extra parameters will be passed on to the thread function)
add a new option to the veh debugger so it will apply breakpoints to new threads as well (can be disabled in settings)
test1: Ignore the cleanup requirement and cleanup for every event it returns from
put it back to nil
fix fucomp disassembling
fix a stupid bug and add a better cleanup routine
redesign the use of the debugger critical section again
change the position for the check for debugregister
change synchronize to take parameters and to return the value the function returns
Just to be clear it's not really a parameter, it's an object
just to specify it's not required
forgot to document this little feature for synchronize
fix synchronize
simplify the use of critical sections in the debugger, and deal with processes that constantly raise exceptions which would block the breakpoint cleanup. (and some extra safeguards) (Needs a LOT of testing)
remove some duplicate defines from the memoryrecord class
add an constant exception test
fix the scanner not scanning 64-bit
optimize symbol lookup when in a .net process
Actually wait and check the status when the use wishes to wait again
wrong place to check
Add a check if it has timed out or not
Remove some obsolete specific property declarations which are now handled by the published property handler
Add a java bytecode assembler
Add some anchor side defines
And fix an potential error when one of the legacy lua functions is used to reference something that isn't a class
Add the Selected property and ColumnClick event to the listview object
seems %f is a 2 digit max value anyhow
Add menu and parent to the menuitem object
Show a message when the debugger attach timeout has been triggered and ask the user to wait some more or give up
add createRef, getRef and destroyRef (useful for usage with gui components and lua interaction. Like classes)
Add support for OwnerData in listviews
make the variable lookup deal with object paths. (not array support for now though)
finish the bytecode assembly framework part and comment out some debug code
some fixes to the class parser and start adding the framework for bytecode disassembling/assembling (last added: getfield)
add some java class parsing and start planning out an editor
fix setPenPosition
compile fix
make byteTableToString and stringToByteTable deal with strings that have a 0 terminator (get lengths from lua or the bytetable)
Add ability to load the java agent at launch time
Add java settings to the settings window and added a command to query the capabilities
And add support for setting boolean type settings
fix 8 byte editing and add decimal types to the other types
perhaps messageboxa takes ansi strings instead of utf8
fix uninitialized pointer
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[ENABLE]
alloc(MyCheat,2048)
label(cheat1)
label(cheat2)
label(cheat1Ret)
label(cheat2Ret)
label(exp1)
label(exp2)
registersymbol(exp1)
registersymbol(exp2)
MyCheat:
cheat1:
movss xmm0,[exp1]
movss [esi+20],xmm0
jmp cheat1Ret
cheat2:
movss xmm0,[exp2]
movss [esi+24],xmm0
jmp cheat2Ret
exp1:
dd (float)0.25
exp2:
dd (float)2
"CryGame.dll"+173685:
jmp cheat1
cheat1Ret:
"CryGame.dll"+233685:
jmp cheat2
cheat2Ret:
[DISABLE]
"CryGame.dll"+173685:
movss [esi+20],xmm0
"CryGame.dll"+233685:
movss [esi+24],xmm1
unregistersymbol(exp1)
unregistersymbol(exp2)
dealloc(MyCheat)Ребят, неужели вы вообще не понимаете, в чём тут суть? Иначе я не вижу, в чём может быть сложность в объединении двух и более скриптов...
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Блин, все давно играют, а то и прошли, а для России, в стиме, играть будет доступна только 28 числа
Извините за оффтоп
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rev2387
read the resource strings as utf8 and convert them to ansi
Add easier settings access
fix the legacy OnClose property on form
Add some conversions from ansi to utf8 to the header/comments input
implement pagecontrol and tabsheet class controllers for lua
change the settings form to use the node data to select the proper tabsheet
add some translation strings
fix compilaton for those that have a microsoft based resource compiler in the path before lazarus's
change the groupscan command generator to make use of anchors and commit some missing files
add anchor to the button on the assembly scan
add some anchors to the speedhack panel
Add a build in Activate and Deactivate sound to the cheat engine binary
one small bug, but seems to function decently
Replace beepOnAction with playSoundonAction with activate/deactivate sounds and make the generated script more up to date with current standards. (Untested and most likely breaks it completely)
Add saving and loading to the memory stream
implement playSound(tablefile) and playSound(memorystream)
fix a deadlock situation where the addresslist update would call the symbol handler before it's done
Add a referenced functions window to memory view
Add sorting to the columns of the referenced strings window
fix code dissect not following called jmp instructions
make the tracer config remember the settings during the session
update delay loaded structure pointers when pasting
wrong variable
don't change the case sensitivity checkbox when the type is changed from string to string
Add a Settings class so you can access and modify cheat engine's settings in the registry, and add your own settings
and fix pause/unpause when inside a protected trainer
bring back the secondary icon fetching and filter out avg
Add access function to the user registry environment variables
add a security check to the IOPL dispatcher
fix compilation in 32-bit and prepare for agent_onload implementation
implement java_writeClassToDisk and java_redefineClassWithCustomClassFile
implement java_FindClass
Add code to get and redefine java classes at runtime
Make the read/writeString methods of the LuaPipe capable of handling strings with 0-bytes in them
And improve the performance of CreateByteTableFromPointer
fix fstp
fix deleting symbols
Add a name property to the thread class in lua and show it when it crashes
And fix the thread parameter passed to thread functions
document {$LUA} and {$ASM} before I forget it like luacall (which is now obsolete)
fix a memory leak that could potentially eat up all memory while debugging the java agent
switch back to the windowhook messenger for the class designer and implement a custom delete operation (Objects didn't properly update and resize in the designDesigner)
fix doubleToByteTable
implement java_getObjectHandleToAddress
add a search to the java class list
Fix GetClassFields causing a crash when it fails
Add some "po" defines so you can set them without using the string version
add getNextSibling to the treenode class
add OutputDebugString
Fix the absoluteIndex property for treenode
Fix a very slow processlist with AVG
Move the Execute method declaration to the CommonDialog class and add the FindDialog class
Commit the changes to the java code
Add an isFloat parameter to registerCustomTypeLua
deal with exceptions int he debug message handling loop
don't inspect local vars named "(*temporary)" Those are not cheat engine defined userdata objects
lua breakpoints now make sure the current line is visible
fix the bug caused by the table inspection
Fix a wrong fix
Fix mistake regarding tcontrol and tobject
make the hint show the variable name and if it's local or global
decreased the timeout for the hint to show
fix deleting the breakpoint on the currently selected line
best solution for the calender object for now
add a check if progressbar is nil
Use LuaValueToDescription for the local vars as well
Make a button to work that was sneakily added without me knowing
Add an undocumented Uppercase start version of the functions
Fix memscan wait when scanning from a different thread
Add CheckSynchronize
Make some properties to non=-published properties more forgiving.
And add support for Enumeration types for non explicitly enumerated types that are given an integer instead of a string (align for example)
fix evaluating a table with a table
fix support for subroutine debugging
Add synchronize checks to the waittillreallydone call by lua and add an OnScanDone property to the memscan which gets called when the scan finishes
unset breakpoint when it's the current line as well
implement value lookup by hovering over variables when paused
Change the lua engine to not corrupt the stack
Change the debugger so it doesn't disable all windows anymore
And show a message when another script wants to debug while another one is still being debugged
start implementing a debugger for the lua engine. (Breakpoints and stepping work. Todo: Variable inspection)
Add Lock and Unlock to the C++ implementation of the pipe class
forgot to commit the readPointer code
Add an option to start the data dissect from the changed addresses form.
Add support for 64-bit registers in the address parser
fix unregister in the lua symbollist class
Make it so native threads return error messages when they encounter an error
And forgot the documentation for read/writePointer
First implementation of the java inspector lua part
fix some lua symbollist bugs and added some extra capabilities to it
Also added a clear all option to the userdefined symbol list
forgot a parameter
add texttoshortcut and shortcuttotext
add ctrl+r (replace) to the lua engine
and add an extra check to the symbollist destructor
+скомпилировал Java Inspector
OLLY.Tools 2014
in Olly Debugger
Опубликовано
Ужасная сборка. Плагины на Ольку нужно устанавливать самостоятельно и по необходимости, чтобы знать что к чему, а тут куча различных плагинов, которые будут конфликтовать друг с другом.
Написано, что 2014, а тот же фантик (Phantom) древний до ужаса, эта версия на системах выше WinXP не работает (хотя Хеллспавн и под 7ку и под 8ку обновлял неоднократно), а что уж говорить о других плагинах.
Не качаете вы этот бред.