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Cheat Engine 6.8.2 Released

 
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OldCheatEngineUser
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Joined: 01 Feb 2016
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PostPosted: Mon Dec 24, 2018 7:16 am    Post subject: Cheat Engine 6.8.2 Released Reply with quote

for a complete list of fixes, additions and changes:
https://cheatengine.org/



Assembler: Added multibyte NOP
olly-like fill selected with nops?

Debugging: Threadview now updates when single stepping and cnanges made there will affect the currently debugged thread (before it didn't)
i needed this one.

Debugging: Added Code Filter. This lets you filter out code based on if it has been executed or not (Uses software breakpoints)
how difficult it was to implement, could not think how could an ultimap-like feature would work with INT3.

Debugging: Added an option to chose if you wish to break on unexpected breakpoints, and if CE should break on unexpected breakpoints, or only on specified regions (like AA scripts)
needs more explanation, seriously what is this?

Pointerscan: Add option to allow negative offset scanning
looks great, but i see its very rare thing to have negative-offset.

Pointerscan: Add extra types to the display
finally lol.

Advanced Options/CodeList: Now uses symbolnames
module symbols? what about mono?

Tutorial Game: Added a secondary test
i must download it, on a virtual machine. (im still using CE 6.6 lol)

Address List: When the option to deactivate children is set, the children will get deactivated first
sounds good, but you should have also fixed:
- manual expand/collapse
when a cheat table is loaded with that option (manual E/C) it will be loaded as expanded.

which is not nice/neat when you have 5 or more headers with 10's of addresses and/or scripts.

so i suggest the default to be manual expanding, and not auto expand when new cheat table is loaded.

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