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custom compiled CE has crashing issue

 
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mordax
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Joined: 16 Apr 2010
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PostPosted: Sun Jul 07, 2024 3:55 pm    Post subject: custom compiled CE has crashing issue Reply with quote

Hiya. while ago I followed a guide on youtube on how to compile your own stealth CE with lazarus so that I can hack some games that instantly close when they detect CE.

everything worked fine, I renamed CE driver and "cheat engine" string and couple other small changes.
I was able to use that to hack those games that previously closed, all nice and smooth.

Couple days ago I wanted to make a proper version with proper names and icons. I followed my own notes that I wrote down from the video, I did everything as before, just with different names and icons.
I'm able to open the game in CE and game doesn't close, but now there is some weird problem that about 10 seconds after I do "first scan", then game closes.

Game haven't had any updates and my older custom CE version still works, it only happens after first scan.
I even went over that video tutorial again and triple checked everything. I re-downloaded CE source from github and tried 3-4 times, still same issue.

What might be causing this?

the issue is specifically with ce's .exe file, because when i move it into the folder of previously compiled CE that works, then that specific .exe still closes game after first scan.

I looked on github and I see that CE source is from last year, it's same as I used before. Has there been some silent update / change to something scan related?
Or what might be the issue here?

I wrote down my own notes and previously I compliled 3 different version and they all worked, I only kept 1 of them, but now I have compiled it at least 4 times and as I said i re-downloaded CE source aswell, but no luck.

I'm very confused and I don't understand why it's acting like this, could it be that i accidentally changed something in lazarus settings that makes CE act this way?

thanks in advance.
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Dark Byte
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PostPosted: Sun Jul 07, 2024 4:37 pm    Post subject: Reply with quote

maybe the foundlist column text

and try checking active memory only so you don't trigger guarded memory

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mordax
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Joined: 16 Apr 2010
Posts: 138

PostPosted: Mon Jul 08, 2024 6:15 pm    Post subject: Reply with quote

Dark Byte wrote:
maybe the foundlist column text

and try checking active memory only so you don't trigger guarded memory


active memory makes no difference. on the working version i can do first scan with or without active memory and it doesn't close the game, but with newly compiled version game closes about 10 seconds after first scan, with or without active memory.

can you be more specific about the foundlist column text? do you mean in source code or some ce setting?
in source code i found foundlist, but it only has address value and previous, i think that's wrong place?

Could it be that I messed something up in lazarus or that there's some settings that it loads when loading ce source? I deleted entire ce source folder and redownloaded it from github, still getting same issue. Only thing i could think of is that either you had some kind of "hidden" update in code or that I have messed something up in lazarus.

Thanks again.
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