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Cheat Engine 6.6 Released
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Dark Byte
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PostPosted: Tue Oct 04, 2016 12:39 pm    Post subject: Cheat Engine 6.6 Released This post has 1 review(s) Reply with quote

A new version of CE is has been released. (The mirror finally updated)


Link: (10.5MB)
https://github.com/cheat-engine/cheat-engine/releases/tag/6.6



Code:

Fixes:
Fixed saving of hotkey sounds
Fixed the CF flag in the disassembler stepping mode
Fixed Kernelmode VirtualQueryEx for Windows 10 build 14393
Fixed DBVM for Windows 10 build 14393
Fixed the shortest assembler instruction picking for some instructions
Fixed a few bugs in the break and trace routine when you'd stop it while the thread still had a single step set
Fixed several ansi to UTF8 incompatbilities that poped up between 6.5 and 6.5.1
Fixed the stackview not properly setting the color, and giving an error when trying to change a color
Fixed the exe generator not adding both .sys files or the .sig files when using kernel functions
Fixed some places of the disassembler where it helps guessing if something is a float or not
When using the code finder, it won't show the previous instruction anymore if it's on a REP MOVS* instruction
Fixed an issue when editing memoryrecords with strings, where wordwrap would add newline characters
Fixed D3D alpha channel for textures and fontmaps
Fixed the helpfile not being searchable
The installer will now mark the CE destination folder as accessible by APPS. (fixes speedhack for some APPS)
Fixed the form designed crashing is resized 'wrong'


Additions and changes:
Ultimap 2 for Intel CPU's of generation 6 and later (no DBVM needed for those)
Language select if you have multiple language files for CE
Memoryrecord pointer offsets can use calculations, symbols and lua code now
While stepping in the debugger you can now easily change the EIP/RIP register by pressing ctrl+f4
changed the way CE is brought to front when a hotkey is pressed
Made the GUI more adaptive to different fontsizes and DPI
Several font and minor GUI changes
Added DPIAware and a font override to the settings window. (DPI aware is on by default, but can be turned of if experiencing issues)
Added option to enable pause by default
Disassembling mega jumps/calls now show the code in one line
The standalone auto assembler window will now give an option to go to the first allocated memory address
Changed the point where the settings are loaded in CE's startup sequence
The formdesigner now allows copy and paste of multiple objects, and uses text
Added scrollbox and radiogroup to the formdesigner
Added Middle, MD5 and MD5 as allowable hotkeys
Added controller keys as hotkeys
Single stepping now shows an indication if an condition jump will be taken
Added a watchlist to the debugger
Added the 'align' assembler pseudo command (allocates memory so the next line is aligned on a block of the required size)
Added the 'Not' option for scans, which causes all addresses that match the given entry as invalid
Changed the Unicode text to UTF-16. Text scans are now UTF8/UTF16 (no codepage)
Hexview can now show and edit values in 3 different textencodings. (Ascii, UTF-8 and UTF-16)
Rescan pointerscans on pointerscans that where done on a range can now change the offset


lua:
speak(): Text to speech
hookWndProc: a function that lets you hook the windows message handler of a window
registerEXETrainerFeature: Lets you add extra files to the exe trainer file packer
getFileVersion(): A function to get version information from a file
mouse_event() : Lets you send mouse events to windows. (move, click, etc...)
loadFontFromStream() : Lets you load a font from a memory stream. (Useful for trainers that use a custom font)
added several thread synchronization objects
control class: added bringToFront and sendToBack

lua changes:
dbk_writesIgnoreWriteProtection() now also disables virtualprotectex calls from CE
loadTable() can now also load from a Stream object.
the addresslist has some Color properties published for better customization

the LUA server has had some new commands added so hooked code can do more efficient calls. (LUAClient dll has been updated to use them in a basic way)


Please report bugs when you find them.
Don't just assume I know about them and that they will be fixed next version, I might just be stubborn and just not fix them just to annoy you for not reporting them

Russian language files for 6.6 (by SER[G]ANT )
http://cheatengine.org/download/ru_RU.rar

just extract to the base of the CE folder

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Last edited by Dark Byte on Thu Jun 07, 2018 4:21 pm; edited 4 times in total
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mgostIH
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PostPosted: Tue Oct 04, 2016 5:42 pm    Post subject: Reply with quote

How can I know which Intel CPUs support Ultimap 2?
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Dark Byte
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PostPosted: Tue Oct 04, 2016 5:49 pm    Post subject: Reply with quote

check the name.
Most likely if it matches :"intel core i* 6***" and the 6 can be higher

or check the cpu features. It should support "intel process trace"


or just try and run ultimap2, it will tell you what is missing

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Dark Byte
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PostPosted: Thu Oct 06, 2016 6:54 am    Post subject: Reply with quote

Bump, it has now officially been released
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mgr.inz.Player
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PostPosted: Mon Oct 10, 2016 3:50 pm    Post subject: Reply with quote

Nice. Installed.



I'm using CE6.6, released on 8X2016, with Madia3 game.

And I've seen many weird looking lines in disassembly window. Is this because M3 uses SSE4.1/SSE4.2 instruction set? (SSE4.1 has 44 new instructions).

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++METHOS
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PostPosted: Mon Oct 10, 2016 3:55 pm    Post subject: Reply with quote

mgr.inz.Player wrote:
And I've seen many weird looking lines in disassembly window. Is this because M3 uses SSE4.1/SSE4.2 instruction set? (SSE4.1 has 44 new instructions).
-I only briefly looked at this game, but weird disassembly lines are also present in 6.5.1, so likely isolated to the target, yes.
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mgr.inz.Player
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PostPosted: Mon Oct 10, 2016 4:11 pm    Post subject: Reply with quote

I think we could try registerBinUtil thing.
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Dark Byte
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PostPosted: Mon Oct 10, 2016 4:14 pm    Post subject: Reply with quote

the lastest instructions (like Vex) aren't in CE yet. (most games won't use them yet unless they are compiled for your local system)

But yes, you can use registerBinUtil and assign it a recent intel binutils

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mgr.inz.Player
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PostPosted: Mon Oct 10, 2016 4:18 pm    Post subject: Reply with quote

Can we use FPC binutils ? Or MinGW-W64 ?
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Dark Byte
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PostPosted: Mon Oct 10, 2016 5:17 pm    Post subject: Reply with quote

Both should work. It's compiled to be as system independent, so a binutils to crosscompile to android is just as possible as a binutils that crosscompiles for mac, but each one may have their own finicky things. Some of them will always align your code by adding extra nops, and other won't.

Just test it

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Csimbi
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PostPosted: Fri Oct 14, 2016 1:33 am    Post subject: Reply with quote

Dark Byte wrote:
or check the cpu features. It should support "intel process trace"

Minor correction:
"intel processor trace"
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PostPosted: Sun Oct 16, 2016 9:22 am    Post subject: Reply with quote

Another tiny thing.

For 64bit targets "create thread", there should be (R)/(E)CX

And indeed:


For 32bit targets, parameter is in EBX and [esp+4]

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PostPosted: Fri Oct 21, 2016 7:32 am    Post subject: Reply with quote

In memory viewer disassembly window, doubleclicking on "comments" will bring main CE window to top (covering MV window)

in hexview editing one byte value also brings main CE to the top.

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predprey
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PostPosted: Fri Oct 21, 2016 7:51 am    Post subject: Reply with quote

the way the hexview realigns to the highlighted byte after closing the Goto address panel feels annoying because it realigns even when clicking cancel
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NoMoreBSoD
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PostPosted: Wed Oct 26, 2016 6:39 am    Post subject: Reply with quote

I just want to say that I love the new look on 6.6!
Updating the way fonts are managed makes CE look so much smoother Very Happy
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