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Cheat Engine 6.4 download [Telecharger] Updated + 6.4 source code
Tool has been updated in January 2017 and it's WORKING AS OF :
UPDATE – Cheat Engine 6.4 Updated January 2017 + 6.4 source code download
Cheat Engine 6.4 + source code Télécharger
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Updated CHEAT ENGINE 6.3 ALSO AVAILABLE
click the logo below if you want to read more and download Cheat Engine 6.3
WORKING AS OF :
If you encounter bugs or have suggestions, please do not hesitate to report them in the forum, bugtracker, or by mail.
And if you have questions, don?t hesitate to ask them in the forum
Fixes of the 6.4 version:
January 2017: Cheat Engine 6.4 Traditional Chinese translation:
Todobug has updated his language file in order to six.4. You can get it here (Just extract for your languages folder in the Cheat engine install folder overwriting language.ini)
January 2017 :Cheat Engine 6.4 Released:
A bit later than expected (way later) but here’s Cheat Engine 6.4
If you encounter bugs or have suggestions, please not hesitate to report them inside the forum, bugtracker, irc or by e-mail.
And in case you have questions, make sure you ask them in the forum or irc
Fixed dll injection for 64-bit targets (also fixes speedhack for 64-bit and windows 8)
Fixed speedhack thread safety so changing speed in a program that constantly checks speed won’t cause a crash/weird behaviour
Fixed Lua speedhack_setSpeed being tied to 2 digit accuracy
Customtypes is now able to deal with huge size types (4096 bytes and larger)
Some table merging bugs
Fixed negative values in groupscans
Fixed lots of assembler and disassembler instructions
Fixed GenericHotkey in lua
Fixed the table version of writeBytes in lua
Fixed the bug where in case you opened the settings window and then click ok can you be able to debug anymore
Fixed unlabed labels
Fixed crash when clicking stop with all the debugger to find something
Fixed where CE would select invisible entries when multiselecting and press space
Loading a table now deletes tables you may have previously defined
The autoassembler is now able to handle $luavar if it’s an integer as an alternative to string
Fixed break on entry when making a process
Fixed the stackview in 64-bit ce when targeting a 32-bit program
Fixed unloading the motive force when global debug was utilized before
Fixed the symbolpath not changing to what you wish, and add the game’s exe towards the symbol path search by default
Fixed dbvm stability
Fixed global debug not handling 64-bit mov dr* instructions properly
Additions and changes:
Redesigned the lua class system (read main.lua)
Added mouse4 and mouse5 to the lua defines
Added the THREADSTACK# symbol which points for the stack start with the specific thread number (pointerscan will use it)
The pointerscan has several latest features to decrease some time and increase useful results
Added sorting the pointerscan by column (Tip: After a sort close the pointerscan and delete .ptr files you don’t wish)
Changed hotkey handling internally
The different display types inside the hexadecimal view of memoryview now support direct editing as well
The foundlist can now display by using a different display type, on the condition the type includes a compatibly bytesize
The foundlist now shows a “previous value” column and marks differences red
The symbolhandler now includes a better distinction between 32 and 64-bit modules. Non-compatible modules (64-bit in 32-bit programs) are certain to get an underscore looking at their symbolnames
Groupscans is now able to let you determine which elements to add for the addresslist when doubleclicked
Added a graphical memory view
Added a brand new breakpoint type :Exceptions (not based upon size and no debug registers, but extremely slow to unplayable)
The “Find out what *** this address” function now has the ability to show when the given opcode is utilized for other data as well
Added a luaserver to ce that you will use to let a different/target process execute lua commands and pass data
The userdefined comments can show handle multiple lines
Dissect code now permits you to jump to some referal in case you click the line
Added a few new lua methods towards the disassembler so that you can render your individual data in front and from a disassembler line
Assembler: Added override support to relative jumps
Auto Assembler: AA command ReadMem can work on large sets of data without getting too slow
Auto Assembler: Scripts with multiple AOBScan commands should go faster now (grouped into one)
Auto Assembler: Added a whole new “AOBSCANMODULE” auto assemble command . Usage: AOBSCANMODULE(modulename, aob)
Auto Assembler: GlobalAlloc now doesn’t allocate 4KB (64KB in reality) per symbol however groups them
Auto Assembler: Registersymbol now works with aobscan results
Auto Assembler: Add support for inscript structure definitions
Tracer: You is now able to 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 a chance to dissect an entire d3d scene and acquire the stack at this time a specific object will be rendered
D3D: Also creates 64-bit targets now
Symbolhandler: It now interprets “structurename.variablename” and returns the offset of variablename within the structure. This includes auto assembler
Binary files inside cheat tables are actually stored using ascii85 as an alternative to 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 are now able to have custom name under each address besides a groupname
Dissect data elements is now able to have a custom background color
The structure spider is now able to 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 is visible so you resize of the question it’s on, it resizes instead from the hexview
The assembly scan can now have a custom range
Added an option for the trainerscript generator to get a D3DTrainer (when the game supports it)
DBVM now works on AMD systems. Some features like Ultimap are nevertheless Intel only, but int hooks work
Post release fixes (max 7 days after initial release *or 30 in case a HUGE bug):
14/06/2013: Fixed getItems() for menu and add the default array indexer for Menu
14/06/2013: Fixed select and scroll within the editor. Fixed import and export in 64-bit range memory. Fixed overriding the hide/show hotkey when you use genericHotkey objects
15/06/2013: Fixed the parameters from the stacktrace not showing the proper parameters. Fixed deleting the initial entry of your foundlist
16/06/2013: Fixed hex unchecking when changing the scantype. Fixed an assembler instruction. Added some hotkey timing functions to lua. Fixed Write*Localcommands
18/06/2013: Fixed AA Define(xxx, previousdefine+xxx)
30/06/2013*: Fixed int3 breakpoints to not get deleted when single stepping and threaded target
30/06/2013*: Fixed case insensitive text scans
Fixed the first plugin from not getting activated at restart
Custom types is now able to do a mystery initial value scan
Fixed the auto assembler highlighter from hiding some text while typing
Fixed the car assembler highlighter from not showing hexadecimal values as hex applying A to F
Fixed global debug from crashing in 64-bit (with dbvm)
Fixed dbvm from bust on several systems (freeze)
Fixed notification when closing so you had some changes
Fixed the rescan from the structure spider not working at all
Fixed several disassembler and assembler instructions
Fixed several plugin-system related bugs
Fixed aobscan for 64-bit
Fixed displaying the registers in 64-bit when you use ?find what xxx this address?
Fixed the stackview when single stepping through the code
Fixed several lua function, including createhotkey
Fixed the assembler not dealing well with names using a ? inside it. (just like the tutorial)
Additions and changes:
Auto assembler scripts are now able to use the LuaCall(luafunction()) approach to call a lua function prior to script gets executed
Added a profiler to help you find function entry ways and see how often they are called (Ultimap. Requires dbvm. Even in 32-bit)
Deleting a plugin now calls FreeLibrary on it
Ctrl+enter in the luaengine form now automatically executes the command
Added direct 3d hook functions (may be used to show trainers and menu?s inside games)
d3dhook related: Cheat Engine are now able to bind the mouse inside the gamewindow for the people games that don’t support multiple displays, so you can forget losing focus when moving the mouse
Plugins settings between the 32 and 64-bit executable are seperated
Recalculate addresses with merely one selection now only updates the siblings and youngsters. Doesn?t touch the parent node
Addresslist entries will surely have the notation +xxx and -xxx, that will calculate the address based around the parent address (If the parent address changes, these change automatically
The structure dissect may be rewritten on your own, along with the functions have been exposed to lua as well
Added a brand new step to the tutorial (step9) showing how to handle shared code
Made the tutorial translatable as well
Added a new trainer type which generates trainer which are a lot smaller in size (tiny)
Added a groupscan type which you are able to use to scan for different things inside same block
If you boot on top of dbvm you don’t need to sign the motive force in 64-bit to load it
Custom types now support handling being a floating point value
Added debug register states to the threadview making it the threadview window able to changing registers
Added remote scanning with ce for different systems. The server just should be running, along with a 1GBPs network connection or faster is recommended
Also added an android server as being a proof of concept, but finding a fast enough connection on those connections is usually a challange
Changed the add/change address window to be more compact making dealing with offsets easier
Lots of recent lua functions
Post release fixes (max seven days after initial release):
21 May 2012: Handle the ?Invalid Instruction? exception better, fix the memoryview window from disapearing, and connect the BSOD when loading the trucker on Pentium 4 and earlier
22 May 2012: Fix a deadlock when clicking stop inside pointerscanner. (And a minor assembler fix)
23 May 2012: Fix form_showModal from not returning a result. Made the installer make the autorun folder. Minor gui fix for groups
25 May 2012: Fixed the android server being replaced by the x64 linux server
26 May 2012: Fixed api hooking in 64-bit (speedhack in java fix for win64 users)
30 May 2012: Removed the linux server binaries in the installer, they’re separate downloads now?
Q:When could there be a MAC version?
A:As soon as flying pigs have landed for the frozen plains of hell
Q:Will Cheat Engine work with online games?
A:Most in the time, no
Q:Will Dark Byte assist me with games?
Q:If I do send dark byte an e-mail asking how to cheat in an online game, after that he do?
A:He won?t reply, or he replies in such way that it truly pisses you off
Q:I tried editing my money in the online game plus it showed on my screen it worked. But when I bought sometimes with it my money was set back from what it used to become, minus what I just bought
A:That is because the server knows the amount of money you have. You just changed the display value
Q:I just spend hours using the speedhack with a webgame to get more resources, however, if I logged out and returned, everything was as if I never used it
A:See the above answer
Q:Can I use Cheat Engine to break into, crack or unprotect other programs ?
A:No, you could only use cheat engine for legal activities. If the license agreement of a game says never to disassemble it, then avoid the use of ce?s disassembler features!
Q:Do I have to spend on Cheat Engine?
A:No, cheat engine is completly free.
Q:Can I have the sourcecode?
A:Sure, go for the download page and download it there
Q:I paid over $100 for cheat engine, and now I find out I can?t use it on my activity. I have to have a refund!!!
Q:Why isn?t cheat engine digitally signed? I?m too scared to download it now
A:Because I hate this mentality where everything has being feared for the internet. If you don?t need to download it, then don?t, and go to a shrink to deal with your anxiety problems
Q:Can I send dark byte emails that aren?t in english ?
A:Sure, but don?t expect him you just read beyond the initial word before deleting it.
Q:Can I send dark byte emails which are translated to english by a computerized translator ?
A:Can do needless to say you, expect don?t reply any bedspread dark from byte.
Q:When the download finished my anti virus arrived it that is contained the herpes simplex virus! Am I going to die now?
A:Just add Cheat Engine on the ignore list, it?s a false positive, or anti-virus vendors are just retards. Again, if you?re too scared to run it, then don?t.
Q:When will the subsequent version of Cheat engine appear?
Q:Will the subsequent version of Cheat Engine be undetected for current anti-cheat systems?
A:Most likely not
Q:Why does the installer come up with a connection with the world wide web? Are you trying to compromise me???
A:No, I?m not trying to hack you, case OpenCandy which is connecting on their servers to fetch probably the most up to date list of tools which you may be interested in using.
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Tool has been updated in January 2017 and it's WORKING AS OF :