SER[G]ANT Опубликовано 27 декабря, 2013 Автор Поделиться Опубликовано 27 декабря, 2013 rev2284forgot to commit the modified pointerscannerfrm.pasImplement the group menuitem checkbox update for Manual Expand Collapsefix the rescan window resizingFix GetFileSizeEx not being properly declared.And add some extra checks for 0 byte .ptr files (skip them)fix rescan not overwriting the resultsAdd custom headers for assembler instructions like commentsAnd commit the method lookup code for the mono data collectorImplement method name lookupfix something stupidimplement findClassdeal with pipereads of 0 bytes better, and implement code to get the namespace from a classchange the pointerscan result reader to make use of file mapping instead of manually readingAdd a searchpath for 32-bit or 64-bit lua extension dll'sforgot the thenundo a certain changeAdding an extra brace to make sure the other states are not checked if level+3<maxlevelAdd some more prioritizing of the queue. (More if statements)fix the stop button and add some code to prioritize top level queue entriesAdd a method to register new auto assembler commandsMake the mono plugin add a menu itemCommit some documentation (And yes, I know I still need to replace an I with an O)And change enumModules so it loads a modulelist as well (useful in onOpenProcess)Add some extra mono functionsDon't queue the crappy paths eitherDon't queue the crappiest pathsImprove speed some more by not caring too much if a lock is obtainable or notadd a calculation to lower collisionsimprove pointerscan performance by moving the counter to seperate storage locations for each thread and pick which cpu cores get what threadAlso, changed the queuesize to a const and LOWERED the quesize for an even greater speed increasefix speed calculation when starting a new scanfix compilation for 32-bit (treenode)add a couple of extra methods to the treeview and pipe. And add the mono dissector code/form (lua) to the cheat engine autorun folder.Add Level property to the treenode classAdd an 8 byte storage to treenodes on lua's sideAdd events for OnExpanding and OnCollapsing for the treeviewAdd enumModules to lua so you can get a list of all modules. Even if you don't know the name of the moduleforgot to undo a small testAdd the ability to add custom data to class objectchange the way treenodes are added slightlyAnd make the method names a bit more forgivingAdd code for controlling the TreeView and TreeNode's with luaAdded the popup/context menu, and added options to change the order of menu items (object inspector rightclick in the treeview)Also made rightclicking in the object inspector treeview more userfriendlycleanup CEForms on exitAdd mainmenu to the designed forms. (still slightly buggy when closing)Add a tabbed control (no lua specific code yet though)Add an item editor to the listview and added the treeview components (still needs an editor itself, and a treenode lua class wrapper) Ссылка на комментарий Поделиться на другие сайты Поделиться
SER[G]ANT Опубликовано 23 января, 2014 Автор Поделиться Опубликовано 23 января, 2014 rev2314add ctrl+r (replace) to the lua engineand add an extra check to the symbollist destructoradd lua access to the symbollist class and make the symbol handler be able to handle custom listsAlso added some extra calendar stuff my mgr.inz.playerforgot the bytesizeAdd disassembling lfence and mfence and fix sfenceimplement XSAVE and XRSTORStart implementing the Java inspectormerge the offset label and calender patches by mgr.inz.Player into the svnchange static link to IsWow64Process to a dynamic load. Should fix OS'es that never even heard of 64-bitfix paste not giving components new namesblatantly steal the anchor editor from lazarusWTF... Remove experimental code that isn't needed anymoreAdd {$LUA} and {$ASM} to the auto assembler and symbol highlighter to let aa scripts execute multiline lua blocks. (these functions can return a string to replace their blocks with the string they return)Also make notify specific ip's visible in the pointerscan rescan windowFix saving more than needed. (Edit the form and then close the designer for it to fix existing forms)Implement structure dissect automatic fill based on mono class layoutfix closeCEImplement structure name lookup for the mono extension and fix the safeguard around the scan for the structure vtableImplement a bunch of lua functions that should make it easier to add engine specific support, including their bytecodesImplemented saving/loading the dissectcode objectChange enummodules to make it's own list, and add the ability to specify a specific process without opening itFix the bug where a mono process would wait till the injected thread was terminatedimplement some threading helper functions and fix some threading issues and fix a problem with getting the breakpointlistchange createTimer to accept 0 parametersRemoved and shiften some internal counters in the pointerscanner and added nonstatic vtable pointers as an optionThat second parameter isn't neededImplement Address to Symbolname lookup for jitted functions in monoAnd fix a callback buggive the token instead of full stringalso fix address lookupfix the symbol callback registrationAdd symbol lookup callbacks to luatest and fix the new aa commandsImplement AA command GETMONOSTRUCT and fix FINDMONOMETHOD so it returns the jitted addressadd auto assembler command "FINDMONOMETHOD"add anchors Ссылка на комментарий Поделиться на другие сайты Поделиться
LIRW Опубликовано 27 января, 2014 Поделиться Опубликовано 27 января, 2014 Добрый день или вечер всем - хотел что спросить,кто не будь делал crosshairs c СЕ, а то дело то в чем - в любой игре когда его делаешь ну прорисовываешь в центре прицел из CE то он работает нормально,а если его сделать как бы трейнером - то он почему то постоянно рисует точку с лева сверху.Даже в настройках указываешь что бы в центре был,а он опять по своему с лева сверху... Ссылка на комментарий Поделиться на другие сайты Поделиться
Kvazimado Опубликовано 27 января, 2014 Поделиться Опубликовано 27 января, 2014 Почитайте, пжлста, тему. А еще, желательно, прочитать первое сообщение в этой теме и подумайте - а туда ли задаю вопрос? Ссылка на комментарий Поделиться на другие сайты Поделиться
SER[G]ANT Опубликовано 15 февраля, 2014 Автор Поделиться Опубликовано 15 февраля, 2014 rev2387read the resource strings as utf8 and convert them to ansiAdd easier settings accessfix the legacy OnClose property on formAdd some conversions from ansi to utf8 to the header/comments inputimplement pagecontrol and tabsheet class controllers for luachange the settings form to use the node data to select the proper tabsheetadd some translation stringsfix compilaton for those that have a microsoft based resource compiler in the path before lazarus'schange the groupscan command generator to make use of anchors and commit some missing filesadd anchor to the button on the assembly scanadd some anchors to the speedhack panelAdd a build in Activate and Deactivate sound to the cheat engine binaryone small bug, but seems to function decentlyReplace 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 streamimplement playSound(tablefile) and playSound(memorystream)fix a deadlock situation where the addresslist update would call the symbol handler before it's doneAdd a referenced functions window to memory viewAdd sorting to the columns of the referenced strings windowfix code dissect not following called jmp instructionsmake the tracer config remember the settings during the sessionupdate delay loaded structure pointers when pastingwrong variabledon't change the case sensitivity checkbox when the type is changed from string to stringAdd a Settings class so you can access and modify cheat engine's settings in the registry, and add your own settingsand fix pause/unpause when inside a protected trainerbring back the secondary icon fetching and filter out avgAdd access function to the user registry environment variablesadd a security check to the IOPL dispatcherfix compilation in 32-bit and prepare for agent_onload implementationimplement java_writeClassToDisk and java_redefineClassWithCustomClassFileimplement java_FindClassAdd code to get and redefine java classes at runtimeMake the read/writeString methods of the LuaPipe capable of handling strings with 0-bytes in themAnd improve the performance of CreateByteTableFromPointerfix fstpfix deleting symbolsAdd a name property to the thread class in lua and show it when it crashesAnd fix the thread parameter passed to thread functionsdocument {$LUA} and {$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 agentswitch 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 doubleToByteTableimplement java_getObjectHandleToAddressadd a search to the java class listFix GetClassFields causing a crash when it failsAdd some "po" defines so you can set them without using the string versionadd getNextSibling to the treenode classadd OutputDebugStringFix the absoluteIndex property for treenodeFix a very slow processlist with AVGMove the Execute method declaration to the CommonDialog class and add the FindDialog classCommit the changes to the java codeAdd an isFloat parameter to registerCustomTypeLuadeal with exceptions int he debug message handling loopdon't inspect local vars named "(*temporary)" Those are not cheat engine defined userdata objectslua breakpoints now make sure the current line is visiblefix the bug caused by the table inspectionFix a wrong fixFix mistake regarding tcontrol and tobjectmake the hint show the variable name and if it's local or globaldecreased the timeout for the hint to showfix deleting the breakpoint on the currently selected linebest solution for the calender object for nowadd a check if progressbar is nilUse LuaValueToDescription for the local vars as wellMake a button to work that was sneakily added without me knowingAdd an undocumented Uppercase start version of the functionsFix memscan wait when scanning from a different threadAdd CheckSynchronizeMake 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 tablefix support for subroutine debuggingAdd synchronize checks to the waittillreallydone call by lua and add an OnScanDone property to the memscan which gets called when the scan finishesunset breakpoint when it's the current line as wellimplement value lookup by hovering over variables when pausedChange the lua engine to not corrupt the stackChange the debugger so it doesn't disable all windows anymoreAnd show a message when another script wants to debug while another one is still being debuggedstart 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 classforgot to commit the readPointer codeAdd an option to start the data dissect from the changed addresses form.Add support for 64-bit registers in the address parserfix unregister in the lua symbollist classMake it so native threads return error messages when they encounter an errorAnd forgot the documentation for read/writePointerFirst implementation of the java inspector lua partfix some lua symbollist bugs and added some extra capabilities to itAlso added a clear all option to the userdefined symbol listforgot a parameteradd texttoshortcut and shortcuttotextadd ctrl+r (replace) to the lua engineand add an extra check to the symbollist destructor+скомпилировал Java Inspector Ссылка на комментарий Поделиться на другие сайты Поделиться
SER[G]ANT Опубликовано 29 марта, 2014 Автор Поделиться Опубликовано 29 марта, 2014 rev2460optimize the compression code now that it's confirmed to workimplement compressed pointerscan filesthis might fix a problem with fpc 2.7.1remove some code that shouldn't be needed anymorelet's keep it compilable for nowcommit an ideaimplement java_getFieldimplement java_getAllClassFields and add make jni's push/popLocalFrame availableadd some keyboard shortcuts to the lua debugging (f5: set bp, f7: single step, f9:run)and fix the info to better pick the correct wordfix fld disassembler for the real80 typeimplement the searchpath commandstest and fix the invoke method functionimplement FindClassObjectssome bugfixes and compilation fixessome java commitsadd some bracesAdd a new debugger setting which will keep the gui responsive while debugging a game that hammers the debuggerone extra check on dx9 and compile and commit the 64-bit binaries for d3dhook as welladd some extra safeguards and add extra debugger debugging infoAdd some extra safeguardsremove some debug codeAdd support for attaching the d3dhook to a program that has already been hooked. And make d3dhook.destroy() cleanup the target process (a little) as welladd a critical section to the command list to prevent multiple threads from messing with the list at the same timecommit fixed hook dll'sFix textcontainer rendering in dx10 and 11better detection for which directx version is being usedmake the breakpointlist display the type for exception breakpointspointerscan now formats the paths/sec into a more readable format, and it now shows when a thread is writing to diskforgot some bracesOne more checkfix breakpoint cleanup with override disabled and thread specific breakpointsset breakpoint.active to false for single thread bp's when disabledcheck 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 fromput it back to nilfix fucomp disassemblingfix a stupid bug and add a better cleanup routineredesign the use of the debugger critical section againchange the position for the check for debugregisterchange synchronize to take parameters and to return the value the function returnsJust to be clear it's not really a parameter, it's an objectjust to specify it's not requiredforgot to document this little feature for synchronizefix synchronizesimplify 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 classadd an constant exception testfix the scanner not scanning 64-bitoptimize symbol lookup when in a .net processActually wait and check the status when the use wishes to wait againwrong place to checkAdd a check if it has timed out or notRemove some obsolete specific property declarations which are now handled by the published property handlerAdd a java bytecode assemblerAdd some anchor side definesAnd fix an potential error when one of the legacy lua functions is used to reference something that isn't a classAdd the Selected property and ColumnClick event to the listview objectseems %f is a 2 digit max value anyhowAdd menu and parent to the menuitem objectShow a message when the debugger attach timeout has been triggered and ask the user to wait some more or give upadd createRef, getRef and destroyRef (useful for usage with gui components and lua interaction. Like classes)Add support for OwnerData in listviewsmake the variable lookup deal with object paths. (not array support for now though)finish the bytecode assembly framework part and comment out some debug codesome 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 editorfix setPenPositioncompile fixmake 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 timeAdd java settings to the settings window and added a command to query the capabilitiesAnd add support for setting boolean type settingsfix 8 byte editing and add decimal types to the other typesperhaps messageboxa takes ansi strings instead of utf8fix uninitialized pointer Ссылка на комментарий Поделиться на другие сайты Поделиться
SER[G]ANT Опубликовано 11 мая, 2014 Автор Поделиться Опубликовано 11 мая, 2014 rev2508some 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 agentmake 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 2014-05-11Fix a big bug that didn't cause any big problems because of 8 byte aligned local variablesChanged from dynamic compiling the sound resources to a pre build sound resource because of build problemsinsert the java settings menu at a more suitable place in the listimplement insert and insertBehind for treenodesmehfix the java class editor and add class editing functionality to "find what access" and the class dissectorjava: add find what accesses" to the foundlist context menufix unknown initial value scan for javaadd clientwidth and clientheight propertiesfix customcontrol.canvasadd a play button for the xm fileproperly deal with multithreading and fix the position not showingredesign and finish the unregister field modification watchand update some documentationmake the findWhatWrites routine synchronize with the main thread (it works without, just to make sure)and add a few defines for listview stylesfix thread synchronize and change it the the global synchronize to accept multiple parametersAdd a "find what writes" to javamarkedfordeletion 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 crashthe fieldid would use useful as wellforgot to add code to read out the resultsdon't let the tracer guess the type if it's 2 byte as it might prefer a byteadd some of the OEM keys to ConvertKeyComboToStringshow the hint for tinyremove some test codeadd a nil checkfix compilation error for 32 bitRemove saving of specific end offsets in the ptr.* files. Just save them one time in the main .ptrWarning: 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 patchforgot the 0 terminator, and add some extra checks and safeguardsI have no idea why this would cause a problem in openProcess but use something else to show the errorslightly increase the speed of attaching the veh debugger when there is a huge .pdbcommit an earlier fix for open process block bypassingsome debug output cleanupadd an optional parameter to the protection commandsome extra debug infoalso the other twofix checkbox State propertyfix not being able to break after clicking stopadd a stop button to the lua engine window debuggerimplement the missing memscan.newScanadd documentation for activateProtectionimplement 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 codeAdd grouped writing to the network interface and add a check to the breakpoint cleanup so it only does that on x86 systemsfix sorting compressed ptr filesfix 16 bit or assemblingfix the paramcount for setActiveand add a dotimplement setField Ссылка на комментарий Поделиться на другие сайты Поделиться
SER[G]ANT Опубликовано 15 мая, 2014 Автор Поделиться Опубликовано 15 мая, 2014 Cheat Engine 6.4 Beta1rev2524write the changelistAdd the SelectDirectoryDialog componentAnd fix DBKLoadedadd the lfs binariesadd the save session script to the svnadd support for some extra 'special' pdb registersmake use of the updated dbghelp for 64-bit as well, fallback to search if missingcommit updated dbghelp dll's. Now also for 64-bitremove an dependency that was added by accidentfix the output destination paths for the jvmti project in release mode and upload the proper release build dll'ssome text changes and add-onssome network performance improvementsfix the displaytype of 8 byte decimal staying stuckthe left arrow key now decreases the address by 1 just like the right arrow keyremove some debug outputLinux/ARM: make the speedhack and module injection in general function even when a debugger is attachedadd option to change the compression level on the network scanthis check isn't necessary anymore (compiled fine in 32-bit with fpc 2.7.1 rev 27759)stop playback on form close Ссылка на комментарий Поделиться на другие сайты Поделиться
SER[G]ANT Опубликовано 17 мая, 2014 Автор Поделиться Опубликовано 17 мая, 2014 Cheat Engine 6.4 Beta2rev2531fix the focus check using the wrong formnameImplement TCloseQueryEvent and hide non implemented events from the object inspectorAdd some protections against a 32-bit exception handler bug in fpcadd some more sorting capabilities to the listviewand make the undocumented calendar object at least creatable with codepossibly fix kernelmode debug with global debug enabledchange the hint a bitfix dll injection and d3dhook when done from an autoattach openprocess callmake the trainer position update constantly now (every 2 seconds)add an extra parameter to reinitializeSymbolhandler so it can run without having to waitmade the exe trainer generator detect the usage of "xmplayer." as well Ссылка на комментарий Поделиться на другие сайты Поделиться
SER[G]ANT Опубликовано 9 июня, 2014 Автор Поделиться Опубликовано 9 июня, 2014 Cheat Engine 6.4 RC1 rev2567show symbols now also shows when show modules is offfix auto assembler accessing lua variables of 1 char long and it's preference for integersadd a syntax check for negative registersadd documentationadd 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 welldon't send an openProcess event when a process has been closedfix the previous value columnremember the last breakpoint conditionfix a problem when dealing with stupid usersand make the scan options groupbox look a little better on some systemsfix the saved scan handler from bugging out when randomly accessedfix pressing enter on auto assembler entriesadd the dotnextdatacollector files to the exe generatoradd highlighting for mm#fix the column click detection in the structure viewbetter support for utf8 in auto assembler and lua syntax highlightingfix some form designer issueshide the testlabeladd an option to specify if during the lua engine resize you wish the code to resize, or the output\and enable tab indentation for luaadd highlighting of the xmm registersfix problem with using extra format symbols that where not supported in the disassembler viewin 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 tableAdd a warning to forced termination of scans that it can break subsequent scansAdd highlighting for xmm registerincreased the fontsize of the tutorial, adjusted some gui component locations, and made the tutorial windows resizableshow the process list filter in the processlist captionapply .net array patch by justa_dudeadd a symbol information lookup command. (can be used to get the size of a function)Do save the real addressdon'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 anyhowfix the anchor editor not showing icons on the buttons since the move to the current lazaruscommit testfix some typos in the tutorial and fix a bug in step6deselect records when nothing is selectedadd shift scrollingfix the addresslist editor when scrolled downseveral typo fixesfix crashes when copying disassembler code and the disassembler was actively usedreset the range after the setup is donefix legacy thread_synchronize() and change savesession.lua to make use of the current thread.synchronize routine Ссылка на комментарий Поделиться на другие сайты Поделиться
aliast Опубликовано 12 июня, 2014 Поделиться Опубликовано 12 июня, 2014 Хотелось бы пощупать x64 сборку и последний dbk64.sys Ссылка на комментарий Поделиться на другие сайты Поделиться
SER[G]ANT Опубликовано 12 июня, 2014 Автор Поделиться Опубликовано 12 июня, 2014 Хотелось бы пощупать x64 сборку и последний dbk64.sysДержиhttp://cheatengine.org/temp/CheatEngine64RC2.exe Ссылка на комментарий Поделиться на другие сайты Поделиться
aliast Опубликовано 12 июня, 2014 Поделиться Опубликовано 12 июня, 2014 ANT' timestamp='1402579424' post='17987']Держиhttp://cheatengine.o...Engine64RC2.exeСПАСИБИЩЕ, в этой версии у меня заработал Ultimap и DBVM в частности В 6.3 уходил в BSOD.. Ссылка на комментарий Поделиться на другие сайты Поделиться
SER[G]ANT Опубликовано 4 ноября, 2014 Автор Поделиться Опубликовано 4 ноября, 2014 Cheat Engine 6.4 rev2807(x64) Ссылка на комментарий Поделиться на другие сайты Поделиться
Xipho Опубликовано 4 ноября, 2014 Поделиться Опубликовано 4 ноября, 2014 Создам отдельную категорию в файловом архиве. Там можно в один файл новые версии с описанием заливать. Удобно будет, я думаю. Как считаешь? Ссылка на комментарий Поделиться на другие сайты Поделиться
SER[G]ANT Опубликовано 4 ноября, 2014 Автор Поделиться Опубликовано 4 ноября, 2014 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 Ссылка на комментарий Поделиться на другие сайты Поделиться
Xipho Опубликовано 4 ноября, 2014 Поделиться Опубликовано 4 ноября, 2014 Категорию создалhttp://forum.gamehacklab.ru/files/category/4-sborki-i-bildy-cheat-engine/Займись заливкой.Каждый новый билд делай заливкой в тот же файл (там есть опция "загрузить новую версию") с чейнджлогом (все формы есть, все сделано хорошо). Ну и сюда можешь постить ссылку уже на файл в файловом архиве, а не в дропбоксе. Ссылка на комментарий Поделиться на другие сайты Поделиться
svirito Опубликовано 12 июня, 2022 Поделиться Опубликовано 12 июня, 2022 (изменено) Cheat Engine 7.4.1 (29b4002) от 2022.06.10 x64 only без драйвера. Для компиляции нужно ставить старую студию, или допиливать проект под новую. Пока не вижу смысла Изменено 12 июня, 2022 пользователем svirito Ссылка на комментарий Поделиться на другие сайты Поделиться
svirito Опубликовано 17 июня, 2022 Поделиться Опубликовано 17 июня, 2022 Cheat Engine 7.4.1 (845377f) 2022.06.16 x64 only список изменений не работают: dbvm (не компилировал драйвер) и veh-дебагер Ссылка на комментарий Поделиться на другие сайты Поделиться
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