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Features

 
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Gwinx
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Joined: 30 Jul 2010
Posts: 65

PostPosted: Tue Jul 03, 2012 11:29 pm    Post subject: Features Reply with quote

First off, thank you Dark Byte for the released of the latest version of Cheat Engine! In this thread I will mention many features that Cheat Engine should have.

1. Scanning range in "assembly scan". With this feature, we will have a choice to set the scanning point and ending point.

2. Assembly scan window's size should be adjustable, this simple feature will allow us to adjust the view and size of the window.

3. Find and replace function in the auto assemble, allow us to easily replace or find keyword(s).

4. Custom auto assemble templates, makes it easier to create a script.

5. Const scan for unchanged value, does this sounds like a good idea? Because sometime, I just like spam the unchanged value scan button.

6. Embed attached process's window.

7. Password to CT, it would be cool to have this feature, sometime I want to keep some CT private with password.

8. Terminate attached process, for emergency purposes.

I will add more to this thread soon!
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Dark Byte
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PostPosted: Thu Jul 05, 2012 12:43 pm    Post subject: Reply with quote

Ok, I'll check it out (sorry for the late reply, I missed this topic)

5: download this and place it in the autorun folder of ce: http://forum.cheatengine.org/download.php?id=96362

7: Cheat Engine is open source. that means the encryption and password check are open source as well.
And that means it's only 'private' to idiots that don't know how to compile ce. And one week later someone will bring out a tool to decrypt it for them
But if you really want it I could add it. (or you could add a compiled lua script that fills the addresslist with proper addresses)

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Fresco
Grandmaster Cheater
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Joined: 07 Nov 2010
Posts: 600

PostPosted: Thu Jul 05, 2012 1:25 pm    Post subject: Reply with quote

may i add something ?
i recently played a strategy game, but this time, every unit has a different team, how do i find my team ?
well i thought it trough, and i saw only one solution : a new ce feature
with ce like as it is now, you can compare different addresses, but i want to compare the same address, but with changed pointer ...
the user starts a new structure, then save the results (values and offsets)
then restarts the game
and after that loads the previous results and compares them with the new pointer.
also a rescan feature, something like:
don't show the offsets that are the same for all groups/some groups
don't show the offsets with values that changed (because, each time you restart the game the offset and value that identifies your team does not change)

i'm looking forward to it Smile
thanks Dark Byte Smile

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Dark Byte
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PostPosted: Thu Jul 05, 2012 2:12 pm    Post subject: Reply with quote

Not really what you want but it may help:
Find the first unit, define the structure, rightclick the address and choose lock memory. Now that unit can die,or even start a new map (not restart the process)
After that you can compare it against a new structure

Also, the structure spider might be of use. Find two units of the same team, fill in both addresses, set that it should match, and then do a data scan. That will build a pointerscan-like file containing offsets of pointers to pointers with elements that are the same
You can then rescan that with two new addresses

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Gwinx
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PostPosted: Fri Jul 06, 2012 4:45 am    Post subject: Reply with quote

Thanks Dark Byte for your time. If you don't want to add the password thats fine, either way people can crack it. As for Fresco idea, I really love it and do need it.

Edit:
I got another great idea, how about a new auto assemble command/function that lets you send key? Example:

Code:

[enable]
alloc(Hack,64)
label(Back)
label(CESendKey)

00ABC123:
jmp Hack

Back:

Hack:
cmp [eax+12],ebx
je CESendKey
jmp Back

CESendKey:
SendKey("game.exe", 0x00) //0x00 = Any virtual keycode
jmp Back

[disable]
dealloc(Hack)

00ABC123:
jmp 00ABC123+4


Oh and I am not sure if CE already has it or not but, how about a definition file command in auto assemble?

PlantsVsZombies.cedef
Code:

//PlantsVsZombies.cedef
define(InstantRefillAddress, 00ABC123)
...
define(PlantAntiDamageAddress, 00ABC321)


//Some random fake script
Code:

[enable]
include(PlantsVsZombies.cedef)
 
InstantRefillAddress:
db 90 90 90 90 90

PlantAntiDamageAddress:
db 0F 84

...
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alexsophia
How do I cheat?
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PostPosted: Sat Aug 30, 2014 4:44 pm    Post subject: Assembly Scan Filter Findings Reply with quote

I don't know if this would be a nice feature, but maybe people can tell.
I'm absolutely new on cheat engine, just curious with this Memory Viewer, and i think that it would be cool if i could scan for an op-code, and then re-filter from the list that match the given conditions. Example

if a look for:

Push -1

and the scan find 1,000 results, i would like to be able to scan only from the 1,000 result, which of those have the next criteria...

Call example.exe

-------------------------------------------------------
The result should be only those that match the second scan, from the last assembly filter list.

Thanks for this beautiful lovely tool. :3
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Dark Byte
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PostPosted: Sat Aug 30, 2014 5:39 pm    Post subject: Reply with quote

That would end up giving 0 results, unless that push suddenly changed into a call

anyhow, instead of doing two scans, you could combine them together

Right now you can for example for
Code:

push -1
call example.exe

and it will find the code that has a push -1 followed directly by a call example.exe (of course ce's disassembler never shows push -1 so it would never find it, but that's another issue)

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