Cheat Engine v.


Cheat Engine is an open source tool designed to help you with modifying games so you can make them harder or easier depending on your preference(e.g: Find that 100hp is too easy, try playing a game with a max of 1 HP), but also contains other usefull tools to help debugging games and even normal applications.

It comes with a Memory Scanner to quickly scan for variables used within a game and allow you to change them, but it also comes with a debugger, disassembler, assembler, speedhack, trainer maker, direct 3D manipulation tools, system inspection tools and more.

For new users it is recommended to go through the tutorial(The one that comes with Cheat Engine, you can find it in your programs list after installing) and at least reach step 5 for basic understanding of the usage of Cheat Engine

It searches for values input by the user with a wide variety of options such as "Unknown Initial Value" and "Decreased Value" scans. Cheat Engine can also create standalone trainers which function on their own without Cheat Engine. Cheat Engine can also view the disassembled memory of a process and make alterations to give the user advantages such as infinite health, time or ammunition. It also has some Direct3D manipulation tools, allowing you to see through walls, zoom in/out and with some advanced configuration allows Cheat Engine to move the mouse for you to get a certain texture into the center of the screen. This is commonly used to create Aimbots.

Cheating for experts! Cheat Engine is an open source tool designed to help you with modifying single player games running under window so you can make them harder or easier depending on your preference.

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  • Cheat Engine
  • 28 Jul 13
  • CheatEngine
  • Linux, Win7 x32, Win7 x64, Win98, WinVista, WinVista x64, WinXP
  • Open Source
  • 7.88 Mb
  • 7605
Latest Versions History
Version Date Released Release Notes 28.07.2013 #Redesigned the lua class system (read main.lua) #Added mouse4 and mouse5 to the lua defines #Added the THREADSTACK# symbol which points to the stack start of the specific thread number (pointerscan can use it) #The pointerscan has several new features to decrease time and increase useful results #Added sorting the pointerscan by column (Tip: After a sort close the pointerscan and delete .ptr files you do not wish) #Changed hotkey handling internally #The different display types in the hexadecimal view of memoryview now support direct editing as well #The foundlist can now display using a different display type, on the condition that the type has a compatibly bytesize #The foundlist now shows a "previous value" column and marks differences red #The symbolhandler now has a better distinction between 32 and 64-bit modules. Non-compatible modules (64-bit in 32-bit programs) will get an underscore in front of their symbolnames #Groupscans can now let you choose which elements to add to the addresslist when doubleclicked #Added a graphical memory view #Added a new breakpoint type :Exceptions (not dependant on size and no debug registers, but extremely slow to unplayable) #The "Find out what *** this address" function now has the ability to show if the given opcode is used for other data as well #Added a luaserver to ce that you can use to let a different/target process execute lua commands and pass data #The userdefined comments can now show handle multiple lines #Dissect code now lets you jump to a referal if you click the line #Added a few new lua methods to the disassembler so you can render your own data in front and after a disassembler line #Assembler: Added override support to relative jumps #Auto Assembler: AA command ReadMem can now work on large sets of data without being too slow #Auto Assembler: Scripts with multiple AOBScan commands will go faster now (grouped into one) #Auto Assembler: Added a new "AOBSCANMODULE" auto assemble command . Usage: AOBSCANMODULE(modulename, aob) #Auto Assembler: GlobalAlloc now doesn't allocate 4KB (64KB in reality) for each symbol but now groups them;Registersymbol now works with aobscan results;Add support for inscript structure definitions #Tracer: You can now save and load a trace #Addresslist: Changing a records' value (lua setValue) now supports lua statements if the new value is enclosed by brackets [ ] (Example: [12-2] becomes 10, and [readInteger(0x00400500)+10] returns the value at 00400500 with 10 added to it) #D3D: Added the ability to dissect a whole d3d scene and get the stack at the moment a specific object is being rendered;also works on 64-bit targets now #Symbolhandler: It now interprets "structurename.variablename" and returns the offset of variablename in the structure. This includes auto assembler #Binary files inside cheat tables are now stored using ascii85 instead of hexadecimal #Added a more complex disassembler class that gives more information about what it disassembled #Dissect data now also shows the effect of a locked column on childnodes;dissect data can now have custom name under each address besides a groupname;dissect data elements can now have a custom background color #The structure spider can now also work with locked memory (shadow memory) #Changed the way the vertical scrollbars of the disassembler and hexview panels work #The "find what acceses this address" window no longr prints out ALL results in the info box when multiselecting. #Changed the stackview panel so when it's visible and you resize the window it's on, it resizes instead of the hexview #The assembly scan can now have a custom range #Added an option to the trainerscript generator to generate a D3DTrainer (if the game supports it) #DBVM now works on AMD systems. Some features like Ultimap are still Intel only, but int hooks work

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