![]() D3D: Added the ability to dissect a whole d3d scene and get the stack at the moment a specific object is being rendered.Addresslist: Changing a records' value (lua setValue) now supports lua statements if the new value is enclosed by brackets (Example: becomes 10, and returns the value at 00400500 with 10 added to it).Tracer: You can now save and load a trace.Auto Assembler: Add support for inscript structure definitions.Auto Assembler: Registersymbol now works with aobscan results.Auto Assembler: GlobalAlloc now doesn't allocate 4KB (64KB in reality) for each symbol but now groups them.Auto Assembler: Added a new "AOBSCANMODULE" auto assemble command.Auto Assembler: Scripts with multiple AOBScan commands will go faster now (grouped into one).Auto Assembler: AA command ReadMem can now work on large sets of data without being too slow.Assembler: Added override support to relative jumps.Added a few new lua methods to the disassembler so you can render your own data in front and after a disassembler line.Dissect code now lets you jump to a referal if you click the line.The userdefined comments can now show handle multiple lines.Added a luaserver to ce that you can use to let a different/target process execute lua commands and pass data.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 new breakpoint type :Exceptions (not dependant on size and no debug registers, but extremely slow to unplayable).Groupscans can now let you choose which elements to add to the addresslist when doubleclicked.Non-compatible modules (64-bit in 32-bit programs) will get an underscore in front of their symbolnames The symbolhandler now has a better distinction between 32 and 64-bit modules.The foundlist now shows a "previous value" column and marks differences red.The foundlist can now display using a different display type, on the condition that the type has a compatibly bytesize.The different display types in the hexadecimal view of memoryview now support direct editing as well.Added sorting the pointerscan by column (Tip: After a sort close the pointerscan and delete.The pointerscan has several new features to decrease time and increase useful results.Added the THREADSTACK# symbol which points to the stack start of the specific thread number (pointerscan can use it).Added mouse4 and mouse5 to the lua defines.Redesigned the lua class system (read a).Fixed global debug not handling 64-bit mov dr* instructions properly.Fixed the symbolpath not changing to what you wish, and add the game's exe to the symbol path search by default.Fixed unloading the driver when global debug was used before.Fixed the stackview in 64-bit ce when targeting a 32-bit program.Fixed break on entry when creating a process.The autoassembler can now handle $luavar when it's an integer instead of string.Loading a table now deletes tables you might have previously defined.Fixed where CE would select invisible entries when multiselecting and press space.Fixed crash when clicking stop when using the debugger to find something.Fixed the bug where if you opened the settings window and click ok you wouldn't be able to debug anymore.Fixed the table version of writeBytes in lua.Fixed a lot of assembler and disassembler instructions.Customtypes can now deal with huge size types (4096 bytes and bigger).Fixed Lua speedhack_setSpeed being limited to 2 digit accuracy.Fixed speedhack thread safety so changing speed in a program that constantly checks speed won't cause a crash/weird behaviour.Fixed dll injection for 64-bit targets (also fixes speedhack for 64-bit and windows 8).If you encounter bugs or have suggestions, please do not hesitate to report them in the forum, bugtracker, irc or by e-mail.Īnd if you have questions, don't hesitate to ask them in the forum or irc A bit later than expected (way later) but here's Cheat Engine 6.3
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