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Cheat Engine 5.3 released
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kionay
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PostPosted: Sun Nov 26, 2006 9:03 pm    Post subject: Reply with quote

TYVM DB

was wondering when it was gonna come out
Laughing

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Dark Byte
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PostPosted: Mon Nov 27, 2006 1:52 am    Post subject: Reply with quote

why do you need a 5.4 right now? Any features missing? bugs?
You do understand it will be as detectable for nprotect as 5.3 right?

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Dimax
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PostPosted: Sat Dec 02, 2006 3:46 am    Post subject: Reply with quote

dark byte, i have a problem with the scanning. after i do a first scan i cant do a next scan. i didn't have this problem with 5.2. is it a bug or something?
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Dark Byte
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PostPosted: Sat Dec 02, 2006 6:19 am    Post subject: Reply with quote

why can't you do a next scan ?
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Dimax
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PostPosted: Sat Dec 02, 2006 7:03 am    Post subject: Reply with quote

this is the screenshot.

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Dark Byte
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PostPosted: Sat Dec 02, 2006 7:15 am    Post subject: Reply with quote

Does that happen each time ?
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Dimax
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PostPosted: Sat Dec 02, 2006 7:18 am    Post subject: Reply with quote

this happens everytime.
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Dark Byte
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PostPosted: Sat Dec 02, 2006 7:36 am    Post subject: Reply with quote

Do you get any errors after a scan ?
do you have write access in the folder it is located?
any non default settings set ?

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Dimax
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PostPosted: Sat Dec 02, 2006 7:41 am    Post subject: Reply with quote

I do not have any errors after a scan except that I cant see the original value of the address like i search 47 i get 0 or something like that.
Yes, I have write access in the folder CE is installed.
Non, I did not change the settings but it could be the settings from my uce(which all the settings are not default).
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SunBeam
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PostPosted: Sat Dec 02, 2006 8:13 am    Post subject: Reply with quote

Disable "Enable Hyperscan when possible". Enable "Fast Scan enabled by default" and set # of addresses show to "250". And UCEs interfere with 5.3.

I ran at same time 5.2 and 5.3. 5.3 was capable of scanning and showed the addresses, while 5.2 scanned and showed nothing. When I looked in 5.2's settings, # of addresses to be shown was 0 Smile

Dark Byte, why 5.4 ? Simple. Code-shifting Razz An option to acquire the allocated .dll in a game's memory (engine games like CS or Unreal-based games). You know the .dll is dynamically alloced, and addresses change. So, if we can find the .dll in memory, we know the distance between module start and our asm.

Something like :

acquire(game.dll)
game.dll+25:
nop
nop
nop

Dunno how to operate it exactly, but it would be one hell of a nifty option. Come to think about it, I think it's already possible to just write it like that o_O...

Any other APIs or advanced scripting capabilities you could tell us about ? Am interested in how to use APIs to manipulate program or game resources or code...
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Dimax
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PostPosted: Sat Dec 02, 2006 8:20 am    Post subject: Reply with quote

still doesnt work for me
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Dark Byte
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PostPosted: Sat Dec 02, 2006 8:22 am    Post subject: Reply with quote

dll management has been in since ce 5.2

a address like game.dll+25 is interpreted as the baseaddress of game.dll+25

this notation also works in autoassembler.
so the script you posted currently works. (assuming you remove the acquire(game.dll)

e.g kernel32.dll+1625 gets me to the deviceiocontrol api (of course I could also write deviceiocontrol which is also understood)

and here's a example of how to use a api:
Code:

push 3e8 //1000
call sleep

will make call sleep with 1 second

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chewbacca_teh_haxz0r
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PostPosted: Sat Dec 02, 2006 11:16 am    Post subject: Reply with quote

This should be stickied... TY for version 5.3.

Smile

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Sithboy1138
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PostPosted: Sat Dec 02, 2006 3:12 pm    Post subject: Reply with quote

it was stickied. now it's not. it's on the main site now.
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BaconBlobz
How do I cheat?
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PostPosted: Wed Dec 06, 2006 4:42 pm    Post subject: Reply with quote

whoa nice. im kind of late tho -_-.
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