Author |
Message |
Topic: GetKnownFolder Implementation |
juntalis
Replies: 1
Views: 10229
|
Forum: 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
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Forum: 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
|
Forum: 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
|
Forum: 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
|
Forum: 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
|
Forum: 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
|
Forum: 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
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Forum: 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
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Forum: 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
|
Forum: 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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