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  Topic: GetKnownFolder Implementation
juntalis

Replies: 1
Views: 10229

PostForum: LUA Tutorials   Posted: Mon Feb 14, 2022 8:07 am   Subject: GetKnownFolder Implementation
Figured I'd share this snippet in case it's useful to anyone:


local unpack = _G.unpack or table.unpack

local function len(x)
return #x
end

local function isString(value) ...
  Topic: Parsing data from the PE Headers
juntalis

Replies: 0
Views: 16876

PostForum: LUA Tutorials   Posted: Sat Apr 16, 2016 4:42 am   Subject: Parsing data from the PE Headers
I wrote a script a while back that required me to change some logic depending on the executable's checksum, so I decided to write up a quick example:


--- Reverse a keyed table of numeric values a ...
  Topic: Questions about Local AutoAssembling and Code Execution
juntalis

Replies: 3
Views: 3108

PostForum: Cheat Engine Lua Scripting   Posted: Sun Mar 27, 2016 2:58 pm   Subject: Questions about Local AutoAssembling and Code Execution
Just curious...did you try Memory Viewer--> View/Userdefined symbols? Also, that View/Show symbols is checked.

Yep - it comes up completely empty, just like it was before the call to autoAssembl ...
  Topic: Questions about Local AutoAssembling and Code Execution
juntalis

Replies: 3
Views: 3108

PostForum: Cheat Engine Lua Scripting   Posted: Sun Mar 27, 2016 2:12 pm   Subject: Questions about Local AutoAssembling and Code Execution
Questions
Edit: Found the answer to my main question, so I've added it below.


Is there any way to register symbols or get the address of allocated memory with calls to autoAssemble when targets ...
  Topic: Auto-Activating Records when Possible
juntalis

Replies: 1
Views: 19704

PostForum: LUA Tutorials   Posted: Sat Jan 16, 2016 9:11 pm   Subject: Auto-Activating Records when Possible
I wrote this for my own convenience when dealing with a recent table that had shit-tons of records to activate. (most of which couldn't be activated until the game reached a certain state) Figured I c ...
  Topic: Lua FFI Plugin
juntalis

Replies: 0
Views: 28282

PostForum: Plugin development   Posted: Sun Dec 07, 2014 12:04 pm   Subject: Lua FFI Plugin
Edit: Not sure when or what changed, but it looks like this plugin is no longer needed, as the ffi C-extension loads and works fine when the binaries are placed in the clibs32/clibs64 folders. I went ...
  Topic: Pre-fill Scan Range
juntalis

Replies: 2
Views: 29154

PostForum: LUA Tutorials   Posted: Thu Oct 23, 2014 8:19 pm   Subject: Pre-fill Scan Range
Some programs always allocate memory as the same fixed address. (pcsx2, for instance, does so at 20000000) When dealing with those programs a lot, it becomes convenient to pre-fill the scan range with ...
  Topic: Some Additional MemoryView Commands
juntalis

Replies: 0
Views: 14820

PostForum: LUA Tutorials   Posted: Thu Oct 23, 2014 7:52 pm   Subject: Some Additional MemoryView Commands
I mostly use Cheat Engine when dealing with emulators, so I don't really make very many trainers. As a result, over the last two years or so I've written a number of autorun scripts to extend the actu ...
  Topic: Cheat Engine 64-bit Exiting on Startup
juntalis

Replies: 3
Views: 4027

PostForum: Cheat Engine   Posted: Fri Jul 25, 2014 8:30 am   Subject: Cheat Engine 64-bit Exiting on Startup
Thanks for the response, but it seems to be working now. I ended up wiping my previous installation completely and reinstalling the official release. (In my first attempt, I just overlayed my old inst ...
  Topic: Cheat Engine 64-bit Exiting on Startup
juntalis

Replies: 3
Views: 4027

PostForum: Cheat Engine   Posted: Fri Jul 25, 2014 7:05 am   Subject: Cheat Engine 64-bit Exiting on Startup
So I started running into an issue this afternoon where I attempted to start Cheat Engine, (through either a table or the shortcut) the application would fail to launch without an error or any sort of ...
 
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