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Here's the latest build of Cheat Engine 7.2 .  Likely this will be about the same as the released version when it finally gets published publicly, but there may still be a few bugfixes and perhaps if it's small enough that it doesn't break anything else a small new feature here and there (e.g. exposing some more stuff to lua for scripts)

Additions and changes:

Big Endian custom types. You can enable them in settings if you likeCommonality scanner now also compares the base address. (handy in case it's more than one register)translation support for cesharesmartedit now also deals with isPointer and isOffset memrecsreferencedfunctions filter improvementPE section display/parsing for addressesD3D hook now asks if you're sure you wish to use it (in case of accidental click)Memoryview hexadecimal view:can now show custom typesChanging memory protection depends on the selected byte(range)Break and trace window now supports searching the referencedAddress, referencedBytes and InstructionWhen changing a memoryrecord value, you can reference 'value' and apply math to itAdded a "File->Load Recent..." menulistAdded an option to autosave (in settings)Added .netcore support to the dotnet data collectorAdded a syntaxcheck menuoption to the CE lua script windowAdded 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 loadsWhen 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 longSome extra foundlist preferencesFind out what access/writes now resolved the address to string (when it has time)CEShare now has a list of games that have tablesAA: dealloc(*) - Now deallocated all memory a script allocatedAA: unregistersymbol(*) - Now unregisters all symbols a script registeredAdded a more userfriendly .net inspectorAutoattach won't open itself anymoreCEShare now has a list of all available tablesCode Dissect now deals with relocated memory modules when loading a state backadded first seen and last seen to the "find what *" results (bottom of the list)Fixes:

Auto Assembler: Fixed getting weird numbers for newmem when using the templates to add new scriptsUnknown initial value scan for 2GB+ regions failedResolved issue where typecasts where replaced by addresses. (having a memoryrecord named float, would break AA scripts that'd use (float) )AMD support for DBVMMemoryrecord hotkeys showing up in the settings window as bring to front. Where clicking OK would then set it to thatCopy paste bug in the form designerHotkeys swapped comma and period on displayResolved some issues with the forced module loader, and if it fails, don't freeze CE foreverAutoAssemble local would fail after opening a processPointermap based rescanAssembler: (v)insertps , (v)comiss, (v)blendvp(s/d)Kerneldebug is more stable on newer windows buildsfixed AOBScanUniquefixed loading back dissectcode data for relocated moduleslua 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 anymorefixed assembling MOVBE

Lua/Mono: Better support for utf8 stringsLua/Mono: Support targets that use mono, but not unityLua/Mono: UWP targets work betterLuaEngine: Autocomplete won't lowercase functions anymore if they are lua functionslua:changes:

Fixed executeMethod for widestrings (type4)AddressList['description'] works now as wellsome scripts variables that used to be global are now localinjectDLL has a new parameter to specify if CE should reload the symbolsgetNameFromAddress has a new parameter to specify if you wish section names (default=false)TfrmLuaEngine: document the mOutput and mScript propertiesloadModule now has an optional timeout valueadded an interface for the DotNetDataCollectorimplemented RemoteExecutor , which is a class which can execute remote memory fastyer than ExecuteCodeEx while keeping the same capabilitiescreateClass and createComponentClass won't access violation anymore for giving an unsupported nameexposed 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\ RC\ 1.app/Contents/MacOS/cheatengine-x86_64.exe 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. Message me if you have trouble getting in (Custom pledges seem to have no access automatically)

10/23/2020: Replaced the broken monodatacollector dll for windows and removed some debug messages

10/26/2020: Fixed  the preferred memory region alloc not working, and improved the .netinfo window classfield

Comments

Damien Rufus

It stopped working with Civ6

Calvin Corrieri

Great update! Thanks for all your work in bringing this amazing software to Mac. So far I only have one issue, and that is with Mono features. There are a lot of details that you'll likely want, so email me at calvincorrieri@gmail.com if you find the time. Let me preface this by saying I am running Catalina and have Mono installed. My issue is that after opening an address in the disassembler (only when mono features are enabled) it causes a game crash every time. Happens with ETG and Cuphead. I know it's unreasonable to expect a preview build to function 100% perfectly, but I just wanted to bring this issue to your attention. Again, thank you for your hard work. I'm looking forward to the next release!

Cheat Engine

Thanks, I'll check it out. Is it an actual crash, or just freezing of the game? Does it crash when watching the memory of a mono function, or an unrelated function? Did you perform any debugging on the game? Because if the mono thread where to disconnect due to timeout(breakpoint hit), the heartbeat will stop on the mac version, and result in a freeze, until you reconnect You can of course always post on github about the issues as well it's easier to upload files and logs there as well.

Danilo Scala

nice, great work friend. thanks. how do i get the discord invitation?

Cheat Engine

Attach discord to your patreon account. (you are already on the discord channel so it seems it works)

Andreas

yeah im new how do i get discord invitation?

Cheat Engine

Usually halpens automatically. You do need to link your discord account with patreon

christopher

Does the hack work on steam adventure capitalist?

tuancc

no support for network scan???

Big

chrome keeps blocking me from downloading the windows version, what do I do?

las_q

not use chrome

Cassandra

I downloaded, i opened, i tried, i failed. I put in the hex number for the open program and tried to change some prices and then i reopen the shop and it simply did not work. Help!

Cheat Engine

If the value is server sided it won't work. Alternatively perhaps you only foubd a temporary display value but the actual value is stored differently. E.g different type. Try the all type.