Miner Speed Cheat Free Download - Vídeo Dailymotion.
Can someone please explain how would one make a speed boost hack in racing game? I'm talking about a generic speed boost, it's not a game specific. such as no recoil is generic in all shooters. it can be found by using same method. or coordinates which is generic to almost every game where you have float values on x, y and z axis and changing those will move your character/vehicle/ship or whatever the game is about. so i'm not looking for game specific things, such as like car's horsepower where you change the power and car is faster. i remember someone on CE forum wrote something like that for NFS world. it just gave a generic speed boost that your current car accelerated 2 times faster. does anyone know where to begin? my idea is that it's done by debugging some controller input values and see what they trigger and then change some sort of multiplier, but thats just my theory. here's a video of trainer that does this (the very first hack at beginning): ideas on where to start with such cheat are very welcome. NOTE: I AM NOT LOOKING TO HACK THE CREW, THIS IS JUST EXAMPLE VIDEO OF SUCH CHEAT!
Download Cheat Engine 7. 1 for Mac August 20 2019: Cheat Engine 7. 0 Released: New major version released. Many improvements and features to make your gaming better Download: Cheat Engine 7. 0 Please report bugs and give suggestions for improvements in the bug tracker or forum And you can of course contribute yourself by adding to the source on GitHub or become a patreon 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 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 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 eateHotkey 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) Post release patches: 8/21/2019: Fixed when scripts load other scripts using files in non ascii language encodings Russian translation files have been updated by SER[G]ANT Chinese translation files have been updated August 19 2019: Cheat Engine Patreon, because why not I've decided to join Patreon. If you wish to donate and you don't like paypal or bitcoin then this is an alternate way to support Cheat Engine Currently there's not much there but in the future I'll be adding some extras like special ranks in the forum, custom builds, pre-releases while stuff is being verified/certified, and other stuff. The link: February 7 2019: Cheat Engine 6. 8. 3 Released: New version with a bunch of improvements to make using CE easier and some bugfixes Download: Cheat Engine 6. 3 Please report bugs and give suggestions for improvements Fixes: debugging/stepping with hotkeys several high DPI visual glitches VEH debugger reattach works again Pointerscan resume works again Stackview can now show by reference, previously it did nothing disassembling imul speedhack while key down option assembling values with x*2/4/8 the "resume thread" in the threadlist now resumes threads instead of freezing them fixed an error popping up when editing registers with no debugger attached getNameFromAddress will not show userdefined symbols when symbols are disabled Additions and Changes: Waiting till all symbols have been loaded has been removed Launching structure compare from dissect data now only needs 1 address, though it's recommended to have at least 2 each Code completion in lua engine is now more smoother You can now compare traces generated by the tracer Threadlist window now has a copy to clipboard Structure compare now digs deeper into pointers Pointerscan import/export now works with newer types as well Better Lua comment support Added rudimentary sort to the structure compare window (based on levelwidth only) Referenced strings now also shows if it's unicode Formdesigner now has a context menu to add undocumented controls Lua: added enumMemoryRegions added getWriteLog (Let's you get the writelog and activate it) HexadecimalView: added the OnCharacterRender and OnValueRender events 02/11/2019: Don't search addresslist entries in PDB when still loading and give an option to quit slow load 02/17/2019: Fixed speedhack giving an error first time activating and removed a message when using ctrl and scanning December 24 2018: Cheat Engine 6. 2 Released: Here's a new version for the hollidays. Mainly minor improvements and some small bugfixes, but also a new 'ultimap like' feature called Code Filter for which you don't need any special hardware for. (Just an extensive list of addresses) Download: Cheat Engine 6. 2 Fixes: Disassembler: Several disassembler instructions had a comma too many or too few, fixed those Disassembler: Fixed the description for ret # Disassembler/Debug: Fixed the address that is being edited when a breakpoint hits while editing an instruction Assembler: Fixed assembling reg*2/4/8+unquotedsymbol Plugin: Fixed the SDK for C plugins that use the disassembler callback Hotkeys: Fixed the attach to foreground hotkey Memory Scan: Fixed the percentage scan Memory Scan: Fixed a rare situation that could cause an error Memory Scan: Simple values now works with groupscan Memory Scan Lua: Scanfiles now also get deleted if the memory scan object is freed before the scan is fully done Fill Memory: Now allows 64-bit addresses Structure Dissect: Fixed the popupmenu "change type" so it now affects all selected entries instead of just the first PointerOrPointee window: Fix the debug pointer or pointee window button text when using access instead of writes GUI: Fixed and restored the DPI Aware option in setting GUI: Some DPI fixes/adjustments here and there Graphical Memory view: Fixed DPI issues Symbolhandler: When the symbolhandler now waits till it's done, it won't wait for the structures to be parsed anymore Additions and Changes: Lua Engine: Added autocomplete DLL injection: On DLL injection failure CE tries to fall back on forced injection methods Assembler: Added multibyte NOP Plugins: Plugins can now have side dll's that are statically linked in their own folder (Windows 7 with updates and later) Debugging: Improved the FPU window editing when single stepping, allowing you to change the FPU registers Debugging: Threadview now updates when single stepping and cnanges made there will affect the currently debugged thread (before it didn't) Debugging: Added Code Filter. This lets you filter out code based on if it has been executed or not (Uses software breakpoints) Debugging: Added an option to chose if you wish to break on unexpected breakpoints, and if CE should break on unexpected breakpoints, or only on specified regions (like AA scripts) Disassembler: The comments now show multiple parameters Pointerscan: Add option to allow negative offset scanning Pointerscan: Add extra types to the display Advanced Options/CodeList: Now uses symbolnames Tutorial Game: Added a levelskip option when you've solved a step Tutorial Game: Added a secondary test Compare memory: Added a limit to the number of address values shown per row (can be changed) Address List: When the option to deactivate children is set, the children will get deactivated first Memory Scan: Add a lua script in autorun that lets you specify which module to scan ExecuteCodeEx(Let's you execute code in the target and pass parameters) Added 2 new parameters to getNameFromAddress (ModuleNames and Symbols) Added addModule and deleteModule to the symbollist class Added the ModuleLoader class which can force load dll's Fixed endUpdate for the listview Thanks go out to SER[G]ANT for updating the russion translation files already.
Bravo Storm Cheat Speed Cheat October 2014 - video dailymotion. Cheat Engine The Official Site of Cheat Engine View previous topic:: View next topic Author Message h3x1c Master Cheater Reputation: 17 Joined: 27 Apr 2013 Posts: 306 Posted: Thu Sep 01, 2016 2:30 pm Post subject: Anyone have any luck with PlayStation Now games? If you haven't heard, Sony made a large library of PS3 games available on PC via their new PlayStation Now platform. You can try it for free for 7 days, but you do need a PS3/PS4 controller. I thought it would be fun to hack around with, but nothing I've tried (including scanning mapped memory and physical memory starting with value type set to all and an unknown initial value scan followed by changed/unchanged scans) has resulted in anything worthwhile. I've only been trying with Uncharted 3 so far, though. I'm just curious if anyone else has been attempting to work with this. _________________ Cheat Engine Tutorial Series Terraria: Funny, Unique, and Weird Cheats! Let's Hack: 1001 Spikes (Cheats + Tutorial) Let's Hack: Starbound (Cheats + Tutorial) Back to top ++METHOS I post too much Reputation: 76 Joined: 29 Oct 2010 Posts: 3669 Posted: Thu Sep 01, 2016 2:36 pm Post subject: Haven't looked at this, but if the data is streaming, that could be your problem. That would also be disappointing. Posted: Thu Sep 01, 2016 2:52 pm Post subject: ++METHOS wrote: Haven't looked at this, but if the data is streaming, that could be your problem. That would also be disappointing. Indeed. That's what I'm thinking at the moment. There are multiple processes that launch while you're playing a game. I've futzed with all of them, even painstakingly attempting to whittle down values while changing as little as possible and I always end up at 0 results. So, either streaming data or the app fancies shifting values around in memory like hotcakes. Dark Byte Site Admin Reputation: 376 Joined: 09 May 2003 Posts: 22225 Location: The netherlands Posted: Thu Sep 01, 2016 2:56 pm Post subject: Disconnect from the internet while playing the game and see what happens. If it freezes completely, it's just streaming a game to you _________________ Do not ask me about online cheats. I don't know any and wont help finding them. Like my help? Join me on Patreon so i can keep helping Posted: Thu Sep 01, 2016 3:02 pm Post subject: Dark Byte wrote: Disconnect from the internet while playing the game and see what happens. If it freezes completely, it's just streaming a game to you Good point. Just tried that and whammo: the game just instantly shut off and went back to the launcher, lol. What a bummer! I was really looking forward to doing some videos on this topic. Oh well... h4ck0ry How do I cheat? Reputation: 0 Joined: 12 Jun 2016 Posts: 9 Posted: Thu Sep 01, 2016 5:38 pm Post subject: h3x1c wrote: Dark Byte wrote: Disconnect from the internet while playing the game and see what happens. Oh well... More than likely it is being streamed to you, but there is a small chance they simply have some sort of code that is restricting it to online play. When you choose a game, does it download data to your harddrive that is of a similar size to what you'd expect the game to be? Does it force you to do this before playing? Are these files still stored on your drive after closing the application, or restarting your computer? If the answer to those is yes, you may be in luck and may just have to remove the call that disconnects at loss of internet. Wishful thinking, but worth a shot! I'd try and report myself but I do not own a PS3/4 controller. Let us know! If no files of substantial size are stored permanently on your drive, it is certainly just being streamed to you. Posted: Thu Sep 01, 2016 6:33 pm Post subject: cheat0ry wrote: More than likely it is being streamed to you, but there is a small chance they simply have some sort of code that is restricting it to online play. When you choose a game, does it download data to your harddrive that is of a similar size to what you'd expect the game to be? Does it force you to do this before playing? Are these files still stored on your drive after closing the application, or restarting your computer? If the answer to those is yes, you may be in luck and may just have to remove the call that disconnects at loss of internet. This will be the next thing I look into. I didn't see anything noteworthy while watching traffic in Fiddler. I looked in various locations (programs and all the user data folders like local, roaming, etc. ) to see where the app might be writing data to. Nothing in any obvious places, so once I get back to it, I'll fire up Sysinternals tools to get a better idea of what's being written/saved/etc. Removing that online/offline check is definitely on the list! That would be a start. I also have on my list to nix the check for a controller, just to see how difficult they've made that. I'm sure someone will soon figure out a way to emulate a PS controller and let people use an Xbox controller, keyboard, etc., lol. Posted: Fri Sep 02, 2016 3:23 am Post subject: Too bad. I was really looking forward to messing around with some of the titles that never made it to PC. Display posts from previous: You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum.