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Cheat Engine 7.0 is out!

Important news and information regarding Fearless Revolution.
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Special
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Cheat Engine 7.0 is out!

Post by Special » Tue Aug 20, 2019 7:06 pm

Cheat Engine 7.0 is out now, woot.

Additions and changes:
Icons
Added a way to dissect and show a function's working using a diagram
Auto repeat option for unchanged value scans
Added lua formula scans
Moved the compare to first/saved from scan type to a checkbox
Added a scanner that can detect and undo memory changes in the target process code sections (patch scanner under tools in memview)
The tutorial now has a link to online help for each step
Added a toolbar for stepping while debugging
When a memoryrecord fails to activate, you can rightclick it and see why it failed
AutoAssembler will now cut down on the nop's used
Better error reporting in autoassembler scripts
DBVM can now dynamically adjust the TSC. This can be disabled if it causes performance issues with dbvm_setTSCAdjust(disable)
speedhack now also hooks gettickcount64
added dw 'utf16string' support
implement VPID support in DBVM (performance increase)
kernelmode->driverlist now also shows driver exports
kernelmode symbols now also show in the enum dll's and exports
change the way slow symbol lookup is handled
several small updates to the codecave scanner
several small updates to the hexview find window
Use defered pdb loading instead of waiting for it
Several more windows have been made DPI Aware
Add option to show processid's as decimal in the processlist
When pressing shift+space instead of space to follow an instruction you will now open a new memview window
Added *:undefined support for dropdown lists
Added init.lua files for translations to use
Stackview now shows symbolnames as well
Some extra windows will now save their location
Exe trainer generator now lets you change the default files
The description of conditional jumps is better to understand now
Ultimap2 can now keep the tracer files and scan kernelmode memory as well if desired
Groups now get created afgter the selected item
Smartedit can now also 'smart'-edit children
You can now pick a breakpoint type without having to go to settings, and once picked it will be the default type for Toggle breakpoints until changes again
Floating point screen will now stay within the screen
Clicking execute in the lua engine will now change focus back to the editor field
Debugger interface settings will now only lock after a succesful attach
Some translation improvements here and there
DBVM changeregonbp's are now displayed in CE's interface as well
The foundlist colors can be customized now
Improved DBVM cloak performance when more than 20 regions are cloaked
Implemented DBVM based execute watch and "find what addresses this code accesses"
Implemented DBVM breakpoints (They always execute afterwards, including execute bp's)
Improved autocomplete so it now doesn't delete old code
Added hotkeys to ultimap2

Fixes:
fixed BSOD in recent windows updates
fixed VEH debug not handling breakpoints when a thread is created/destroyed right at the same time as a breakpoint
fixed the stacktrace in 64-bit targets
fixed rounded Extreme for float and double scans
speedhack now waits for proper dll injection
several disassembler instructions
some assembler instructions
improved the stability of dbvm find what * routines
fixed the hit counter in dbvm find what * routines
fixed kernelmode symbol loading
fixed DBVM memoryleak when disabling watches
fixed DBVM internal memory manager (more stable now)
fixed internal VirtualToPhysicalCR3 when dealing with 2MB+ pagesizes
fixed using megajmp's in cloaked regions
fixed speech when using async records
fixed executeCodeEx for more than 4 parameters
fixed static field script in mono by adding 64-bit codegeneration
fixed mono process crashing in some cases
fixed megacall following
fixed NO_CACHE memory being scanned anyhow even if it was disabled
fixed dealing with floating point values that are too big to be useful
fixed setting DR7 to a strange value when using global debug
fixed clearing DR6 when in the wrong process in kernel debug
fixed triggering kernelmode breakpoints in locations you can not properly break (no interrupts)
fixed loading dbvm inside dbvm inside dbvm inside dbvm
fixed autoassembler replacing words in quoted strings
fixed processwatcher not getting a proper PID
fixed hotkeys triggering changed/unganged for types they aren't supposed to
fixed showing dr2, dr3 and dr4 types in the threadlist

lua: New functions:
compareMemory
encodeFunctionEx
enableKernelSymbols
waitForExports
waitForDotNet
waitForPDB
waitforsymbols
searchPDBWhileLoading
duplicateHandle
getScreenDPI
extendedToByteTable
byteTableToExtended
executeCodeLocalEx
executeMethod
allocateSharedMemoryLocal
(un)registerCreateCallback
(un)registerFirstShowCallback
(un)registerCreateCallback
dbk_usePhysicalMemoryAccess
dbk_setSaferPhysicalMemoryScanning
dbk_readPhysicalMemory
dbk_writePhysicalMemory
dbvm_addMemory
dbvm_removechangeregonbp
dbvm_speedhack_setSpeed
dbvm_setTSCAdjust

changes:
getWindowList now returns the results just like ce's window list
documented OnChangeBounds for the Control class (was already there, now documented as well)
executeCodeEx can now also taker just parameters without typedefs
added Data field to ListItem's
added description field to memrec.createHotkey method
added clear method to the menuItem class
readStringEx() can now deal with partial memory reads
executeCodeEx: Fixed more than 4 parameters
added Point type
fixed editbox selstart/sellength types, and added CaretPos
added HeaderSection class and document HeaderSections
added roundRect, drawFocusRect and textRect to the Canvas.
added ansicode character support for textRect
added loadFromStream and saveToStream to the RasterImage class
added readAnsiString and writeAnsiString to the Stream class
Better document the mode field of createFileStream
Expose the handle of the LuaPipeServer
Publish frmTracer
Publish frmUltimap2
Publish frmCodeFilter
Publish imagelist
Added the DrawItemEvent general GUI property to Lua's callback system
Added the MenuDrawItemEvent general GUI property to Lua's callback system
Added the ContextPopupEvent general GUI property to Lua's callback system
Created a new Diagram class group which can allow you to create graphs and diagrams
Memoryrecord.DropDownValue and DropDownDescription work now (still RO)
Download link: https://github.com/cheat-engine/cheat-e ... gine70.exe

makotech222
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Re: Cheat Engine 7.0 is out!

Post by makotech222 » Fri Aug 23, 2019 6:19 pm

I noticed the speedhack improvements. Any notable games that work with it now? I remember FFX-HD not working with speed hack specifically.

Ashar
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Re: Cheat Engine 7.0 is out!

Post by Ashar » Sat Sep 14, 2019 2:34 pm

when moving between tabs, it freezes for a few mins
If i run the last version, on the same, game, it works fine

Cilicis
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Re: Cheat Engine 7.0 is out!

Post by Cilicis » Sat Sep 14, 2019 10:17 pm

kiizmtimgel.dll : PUA.Win32.FusionCore.SMBD spyware warning
CheatEngine70.exe : HEU_CDPLC004 Virus warning

two weeks ago I sent this to cheatengine.org only thing changed is the dll with spyware 21 august it was : rzvxbpteifhp.dll same spyware. That time there were 2 virus warnings : HEU_CDPLC004 and HEU_CDPLC013

I don't recall ever getting a viruswarning from cheatengine Until this new version cheatengine70. Since cheatengine.org doesn't reply bychance anyone here can clarify?
Last edited by Cilicis on Sat Sep 14, 2019 10:26 pm, edited 1 time in total.

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Dread_Pony_Roberts
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Re: Cheat Engine 7.0 is out!

Post by Dread_Pony_Roberts » Sat Sep 14, 2019 10:26 pm

If you're not careful Cheat Engine may install some additional software while it's installing, that may be what's causing the virus issue.

Cilicis
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Re: Cheat Engine 7.0 is out!

Post by Cilicis » Sat Sep 14, 2019 10:29 pm

Doesn't look anything like a program installation, the spyware and virus are detected as soon as I start the cheatengine70.exe not even clicked on install yet.

Cheater69
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Re: Cheat Engine 7.0 is out!

Post by Cheater69 » Mon Sep 16, 2019 3:07 am

Yo Cilicis. This is why I stopped using anti-viruses. Because they made me doubt to download even the files that are false positives. Anti-viruses sucks.

ZoanChrome
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Re: Cheat Engine 7.0 is out!

Post by ZoanChrome » Mon Sep 16, 2019 3:25 am

Cilicis wrote:
Sat Sep 14, 2019 10:29 pm
Doesn't look anything like a program installation, the spyware and virus are detected as soon as I start the cheatengine70.exe not even clicked on install yet.
It's nothing don't worry
it's not antivirus faults too, Cheat engine has injectors and debugger, which can alter software memory and good anti virus will detect it because injectors are usually used by those annoying adwares and malwares (....or something like that)
and sometime there's Bing bar or some stupid things 'Yes, install too' checked by default on purpose in installation setup, so don't be lazy and check every installation step

you just need to learn how to make exception/exclusion in your antivirus, if your anti virus doesn't support exclusion and disable protection, just change your antivirus

I'm using ESET NOD32, and for the last 5 years i have never experienced any issue between it and CE

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