Cheat Engine 7.2 Released (Windows and Mac) (Patreon)
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I'm glad to announce the official release of Cheat Engine 7.2.
This is the same version as the public one, excluding the third party offerings that the public version contains (and you get it slightly earlier than the rest as the host still has to verify the new upload, which is done manually)
Additions and changes:
Big Endian custom types. You can enable them in settings if you like
Commonality scanner now also compares the base address. (handy in case it's more than one register)
translation support for ceshare
smartedit now also deals with isPointer and isOffset memrecs
referencedfunctions filter improvement
PE section display/parsing for addresses
D3D hook now asks if you're sure you wish to use it (in case of accidental click)
Memoryview hexadecimal view:
can now show custom types
Changing memory protection depends on the selected byte(range)
Break and trace window now supports searching the referencedAddress, referencedBytes and Instruction
When changing a memoryrecord value, you can reference 'value' and apply math to it
Added a "File->Load Recent..." menulist
Added an option to autosave (in settings)
Added .netcore support to the dotnet data collector
Added a syntaxcheck menuoption to the CE lua script window
Added tabs to the autoassembler and CE Lua script window. In case of the Lua script, the tabs get loaded from left to right whenn the table loads
When syntax checking an AOBScan script in 64-bit that does an Alloc without prefered base, ask if the user understands that the jmp instruction will be 14 bytes long
Some extra foundlist preferences
Find out what access/writes now resolved the address to string (when it has time)
CEShare now has a list of games that have tables
AA: dealloc(*) - Now deallocated all memory a script allocated
AA: unregistersymbol(*) - Now unregisters all symbols a script registered
Added a more userfriendly .net inspector
Autoattach won't open itself anymore
CEShare now has a list of all available tables
Code Dissect now deals with relocated memory modules when loading a state back
Added first seen and last seen to the "find what *" results (bottom of the list)
Lua Formula scan has an alternate scan option which allows for more than 1 thread
Fixes:
Auto Assembler: Fixed getting weird numbers for newmem when using the templates to add new scripts
Unknown initial value scan for 2GB+ regions failed
Resolved issue where typecasts where replaced by addresses. (having a memoryrecord named float, would break AA scripts that'd use (float) )
AMD support for DBVM
Memoryrecord hotkeys showing up in the settings window as bring to front. Where clicking OK would then set it to that
Copy paste bug in the form designer
Hotkeys swapped comma and period on display
Resolved some issues with the forced module loader, and if it fails, don't freeze CE forever
AutoAssemble local would fail after opening a process
Pointermap based rescan
Assembler: (v)insertps , (v)comiss, (v)blendvp(s/d)
Kerneldebug is more stable on newer windows builds
fixed AOBScanUnique
fixed loading back dissectcode data for relocated modules
lua scripts that tell the debugger to stop and display the state but in their code told the debugger to continue won't cause a 'something happened' message anymore
fixed assembling MOVBE
Lua/Mono: Better support for utf8 strings
Lua/Mono: Support targets that use mono, but not unity
Lua/Mono: UWP targets work better
LuaEngine: Autocomplete won't lowercase functions anymore if they are lua functions
lua:
changes:
Fixed executeMethod for widestrings (type4)
AddressList['description'] works now as well
some scripts variables that used to be global are now local
injectDLL has a new parameter to specify if CE should reload the symbols
getNameFromAddress has a new parameter to specify if you wish section names (default=false)
TfrmLuaEngine: document the mOutput and mScript properties
loadModule now has an optional timeout value
added an interface for the DotNetDataCollector
implemented RemoteExecutor , which is a class which can execute remote memory fastyer than ExecuteCodeEx while keeping the same capabilities
createClass and createComponentClass won't access violation anymore for giving an unsupported name
exposed getImageIndex and getStateIndex for ListItem objects
New functions:
Code:
printf
string.split
generateCodeInjectionScript
generateAOBInjectgionScript
generateFullInjectionScript
getNextAllocNumber
addSnapshotAsComment
getUniqueAOB
waitForSections
getUserDocumentsPath
getDotNetDataCollector
injectDotNetDLL
TfrmLuaEngine:
createLuaEngine
TfrmAutoInject:
Properties:
TabCount
TabScript
methods:
addTab
deleteTab
Memoryrecord:
properties:
NumericanValue
HasMouseOver
methods:
beginEdit/endEdit
AddressList:
properties:
OnAutoAssemblerEdit
MouseHighlightedRecord()
methods:
rebuildDescriptionCache
Settings:
methods:
getBinaryValue
setBinaryValue
For Mac users:
If for some reason you can not execute CE, then try executing this from a terminal in the same path as the extracted cheat engine app file
sudo Cheat\ Engine\ 7.2.app/Contents/MacOS/cheatengine-x86_64 hasrights
(all in one line)
followed by your password
The "hasrights" parameter skips the part where it asks the OS to relaunch with extra privilege
Please report any bugs you find, and feedback on what should be improved and general ideas as well.
And please join the discord. I am there often and other people can help as well.
11/03/2020: Fixed DBVM not seeing DBVM capability on AMD if on AVX2 build
11/04/2020: Fixed scripts that use old obsolete/discarded lua functions+versionnr