Cheat engine ошибка scan error

this is a unity game on steam. comically hard after awhile but fun like the original wii tank game

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Back to top Dark Byte
Site Admin

Joined: 09 May 2003
Posts: 24605
Location: The netherlands

Posted: Wed Mar 23, 2022 10:18 am Post subject:
Check if Cheats.Main exists

(check out the .net info)
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Back to top ronallen81
How do I cheat?

Joined: 23 Mar 2022
Posts: 3

Posted: Wed Mar 23, 2022 12:50 pm Post subject:
Ok ty
I’ll look for it

If it’s there
Next steps?

Back to top Dark Byte
Site Admin

Joined: 09 May 2003
Posts: 24605
Location: The netherlands

Posted: Wed Mar 23, 2022 12:52 pm Post subject:
Fill in the address of Cheats.Main in the instance address and then «Invoke method» rightclick context menu of ToggleInvincibility should become enabled.
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780)?780:this.scrollWidth); max-width:780px; height: expression((parseInt(this.scrollHeight)>300)?300:this.scrollHeight); overflow: hidden; max-height:300px;»> Do not ask me about online cheats. I don’t know any and wont help finding them.

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Back to top ronallen81
How do I cheat?

Joined: 23 Mar 2022
Posts: 3

Posted: Wed Mar 23, 2022 1:06 pm Post subject:
trying to see how you invoke the method

ok, i see the invoke thing: but i get this error

Источник

Cheat engine scan error thread 0 please fill something in 100

I m french sorry for my english

but before when I used cheat engine all clear i can modify score game without problem
bu today for every version when I do a first scan a message error is on my screen this message is
Scan error: thread 0: please fill in something

I don’t know that he wants for cheat engine succeed in progress in the hack of a game (shuffle)

please help me

Back to top Geri
Moderator

Joined: 05 Feb 2010
Posts: 5636

Posted: Tue Oct 26, 2010 11:43 am Post subject:
Try running CE as admin.
And make sure You have enough space on Your HDD. Scanning big games will require much space.
_________________

780)?780:this.scrollWidth); max-width:780px; height: expression((parseInt(this.scrollHeight)>300)?300:this.scrollHeight); overflow: hidden; max-height:300px;»> My trainers can be found here: http://www.szemelyesintegracio.hu/cheats

If you are interested in any of my crappy articles/tutorials about CE and game hacking, you can find them here:
http://www.szemelyesintegracio.hu/cheats/41-game-hacking-articles

Don’t request cheats or updates.

Back to top pwcocoon
How do I cheat?

Joined: 26 Oct 2010
Posts: 2

Posted: Tue Oct 26, 2010 11:59 am Post subject:
I have 20 Go free on my hard disc

and i don’t understant what is CE as admin

Back to top Geri
Moderator

Joined: 05 Feb 2010
Posts: 5636

Posted: Tue Oct 26, 2010 12:26 pm Post subject:
Maybe You have tried to search for exact value without giving a value. DB will know it.
_________________

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If you are interested in any of my crappy articles/tutorials about CE and game hacking, you can find them here:
http://www.szemelyesintegracio.hu/cheats/41-game-hacking-articles

Don’t request cheats or updates.

Back to top Dark Byte
Site Admin

Joined: 09 May 2003
Posts: 24605
Location: The netherlands

Posted: Tue Oct 26, 2010 6:23 pm Post subject:
that’s the message you get when you don’t fill in anything or complete gibberish

you do know that if you do an exact value scan you have to fill in a value right ? (CE doesn’t support mind reading just yet)
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780)?780:this.scrollWidth); max-width:780px; height: expression((parseInt(this.scrollHeight)>300)?300:this.scrollHeight); overflow: hidden; max-height:300px;»> Do not ask me about online cheats. I don’t know any and wont help finding them.

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Источник

Cheat engine scan error thread 0 please fill something in 100

C code can compile outside CE, but due to platform difference, real warnings in CE are always better.
Therefore I would like to have compilation warnings, and «enable all warnings» option.

    1. By manually injecting syntax errors, some nearby compilation warning is also shown in the error dialog.
    But is that all warnings?
    2. Where are the link error messages?
    It is depressing to enable AA and fails without error message (apparently link errors).
    With AA only, it is OK as the only error I saw is undefined label.
    With $c it is trickier, and even undefined symbol is less obvious to catch.

Some errors happened to me:
Undeclared symbol slipped due to lack of compile warnings.
Hard time bisecting silent failure, e.g. due to include math.h (maybe ABI problem?)

Back to top myocytebd2
Cheater

Joined: 23 Apr 2015
Posts: 33

Posted: Mon Mar 28, 2022 2:17 am Post subject:
It seems that CE may randomly fail to enable/disable some dependent AA scripts (fails to guarantee order?), which makes the lack of linking errors even worse.

This mostly affects $c, since AA memory and symbols can be made persist, while $c cannot.

Plus that:
(ia32) $c cannot link AA symbol as global variable;
(instead of access AA.sym, $c makes a c variable with value AA.sym)
(ia32) AA cannot use $c symbol in same AA script.

It seems that the best workaround for now is to declare tons of global pointers in a root-most $c, and do poor-man’s «linking» by indirect access through those global pointers (or forget $c and use dll).

Back to top Dark Byte
Site Admin

Joined: 09 May 2003
Posts: 24605
Location: The netherlands

Posted: Mon Mar 28, 2022 2:44 am Post subject:
don’t forget to reset the symbols in the symbolhandler if you had a previous test where you kept the symbols (clicked yes), as those symbols will become part of the searchable symbols (which is a known issue but not as bad as you’d think)

you can do that in userdefined symbols and then reset the groups

Quote:
(ia32) $c cannot link AA symbol as global variable;
(ia32) AA cannot use $c symbol in same AA script.
Code:
alloc(varx,4)
alloc(scriptaccessingc,100)
varx:
dd #100

registersymbol(varx) //not needed but using it here to show in the addresslist
registersymbol(scriptaccessingc)

<$c>
extern int varx;
int vary=10;

scriptaccessingc:
add [vary],#10
call incvarx
ret 4

This works for me. creating a thread at incvarx increases varx and creating a thread at scriptaccessingc increases vary

Again, do not be confused by the symbolnames as those can get confusing.
The disassembler may say that a certain address is called varx, but that is in fact the extern declaration. The actual address of varx is somewhere else.
But if you do a goto address for varx you do go to the correct one (symbols go before symbolgroups, and symbolgroups are scanned in newest to older order)

Quote:
(instead of access AA.sym, $c makes a c variable with value AA.sym)

yes, but keep in mind that that is just a display symbol. the actual symbol to address lookup will use the original symbol
_________________

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Back to top myocytebd2
Cheater

Joined: 23 Apr 2015
Posts: 33

Posted: Mon Mar 28, 2022 2:52 am Post subject:
I would like to suggest to change the way $c links:
Missing symbols should always be allowed for $c.
Let CT script record toggle as long as $c compiles.

If missing symbols are allowed, $c could really get the benefit of CE live editing and normal C.

It could be implemented in two ways:
A. Re-link _all_ enabled $c blocks in the traditional way, on any CT script toggling.
B. Incrementally link missing symbols in a custom way.

Traditional linking conflicts with CE that there is no single timing of the linking.
Current way is event worse:
It contradicts with normal C because it is impossible to link multiple $c together.
As a result, it also contradicts with CE live editing due to the extra dependence requirement.

Dark Byte wrote:
don’t forget to reset the symbols in the symbolhandler if you had a previous test where you kept the symbols (clicked yes), as those symbols will become part of the searchable symbols (which is a known issue but not as bad as you’d think)

Thanks, I knew it, and it behaves deterministically and not a problem for me.
(CT 7.4) However, sometimes CT script record (with $c) may enter a weird state: it is enabled, but its $c symbols are nowhere — cannot be used in other AA or memory view.
It co-relates with the enable/disable failure I mentioned above.
It seems unpredictable and unable to 100% reproduce. And I could not know if it is root cause or the consequence of other bug (due to lack of linking error message).

Dark Byte wrote:
yes, but keep in mind that that is just a display symbol. the actual symbol to address lookup will use the original symbol

Thanks, it is the misleading source code hint confused me.

But the implementation seems non-conformant C handling — it breaks the original extern meaning.
In non-legacy C code, global variables should be declared as extern, and defined without extern.

Code:
extern int gvar; // declaration, may happen any times
int gvar; // definition, may only occur once

However, this correct syntax does not work in CE — global variables must be declared as «int gvar;» (no extern); otherwise CE issues compilation error.

Back to top Dark Byte
Site Admin

Joined: 09 May 2003
Posts: 24605
Location: The netherlands

Posted: Mon Mar 28, 2022 3:30 pm Post subject:
extern means that this is just a type definition, but that the actual veriable is declared elsewhere. Which can be either in the local script, or in another object file

the auto assembler and c parts generate 2 different object files, so for the c part to reference the autoassembler symbol, the symbol has to be defined as extern so when the AA script and C script get linked together the C part knows that the variable is not inside the C script, but should be looked for elsewhere, like in the accompanied AA object, or in global symbols
_________________

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Back to top myocytebd2
Cheater

Joined: 23 Apr 2015
Posts: 33

Posted: Tue Mar 29, 2022 7:18 am Post subject:
Dark Byte wrote:
extern means that this is just a type definition, but that the actual veriable is declared elsewhere. Which can be either in the local script, or in another object file

the auto assembler and c parts generate 2 different object files, so for the c part to reference the autoassembler symbol, the symbol has to be defined as extern so when the AA script and C script get linked together the C part knows that the variable is not inside the C script, but should be looked for elsewhere, like in the accompanied AA object, or in global symbols

Let me put it more clearly: it is impossible to use c globals in the regular way.
There are two ways to use C globals:
A. The usual way.

Code:
extern int gvar; // .h
int gvar; // .c

B. Legacy way, supported by some ccflags

Code:
int gvar; // .h
int gvar; // .c

Neither of them work in $c.
A. Error in syntax check

Code:
extern int gvar;
int gvar;

B. Silently generates multiple copies, with symbol registered as the last one.

Code:
// Record 1
int gvar;
Code:
// Record 2
int gvar;
Code:
// Record 3
gvar: // Will write to Record 2 gvar
dd 1234

Expected behavior:
A. Supported.
B. Either supported or explicitly rejected. Not to generate multiple copies silently.

Back to top Dark Byte
Site Admin

Joined: 09 May 2003
Posts: 24605
Location: The netherlands

Posted: Tue Mar 29, 2022 2:39 pm Post subject:
B is the way to go, kinda (needs extern), but there is an issue that symbols get registered, even if they are shadow values for extern linkage, and that c objects get scanned from newest to older

But since normal registers take precedence over symbolgroups you can already bypass that bug (till next version where these symbols are not registered anymore)

this setup works:

Code:
[enable]
//record 1
registersymbol(gvar) //this works because after compiling all symbols C returned are turned into labels, and registersymbol can then register that
<$c>
int gvar;
<$asm>
[disable]
dealloc(*)
unregistersymbol(*)
Code:
[enable]
//record 2:
<$c>
extern int gvar;

int usegvar(void)
<
return gvar*2;
>
//the disassembly here will look like this is going to break, but the gvar in mov eax,[gvar] is actually a shadow pointer to the actual gvar
<$asm>
[disable]
dealloc(*)

Code:
[enable]
gvar:
dd 1234

[disable]

_________________

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Back to top myocytebd2
Cheater

Joined: 23 Apr 2015
Posts: 33

Posted: Wed Mar 30, 2022 12:55 am Post subject:
Dark Byte wrote:
B is the way to go, kinda (needs extern), but there is an issue that symbols get registered, even if they are shadow values for extern linkage, and that c objects get scanned from newest to older

But since normal registers take precedence over symbolgroups you can already bypass that bug (till next version where these symbols are not registered anymore)

Will you separate the $c into a plug-in?
I think that the framework (interface) can be extended to any lang as long as a c-like abi is implemented.
I didn’t check yet, but technically there shouldn’t be hard dependence except a spec for linking.

Back to top myocytebd2
Cheater

Joined: 23 Apr 2015
Posts: 33

Posted: Thu Mar 31, 2022 12:05 pm Post subject:
Quote:
It seems that CE may randomly fail to enable/disable some dependent AA scripts (fails to guarantee order?), which makes the lack of linking errors even worse.

Random failure to link or random wrong link happens from time to time with a CT with

30 AA records, when all the records are enabled together by group auto activating children.
$c fails to link;
$asm links wrong (irrelevant to $c symbol).

Источник

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13 часов назад, JackNewMan сказал:

Как-то неудобно немного. Возможно я чего-то не знаю или что-то делаю неправильно.

Дело в том, что у компьютерного процессора всего несколько регистров. RAX, RBX, RCX, и еше некоторые.

Для сравнения, — у человека есть всего две руки. Человек может одновременно держать в руках всего две вещи. Чтобы взять третью, необходимо положить первую или вторую. И так по очереди. Чтобы узнать, что держит человек сейчас, в данную миллисекунду, нужно подойти к нему именно в данную миллисекунду, и посмотреть.  В следующую миллисекунду, человек уже возможно будет держать что-то другое, и мы уже не увидим и не узнаем, что было до этого.

Так и процессор, постоянно меняет содержимое своих регистров. А дело дебаггера, подойти к процессору, и как-бы поставить его на паузу, не давая ему взять что-то другое.

Человек может вести запись того, что он держал в своих руках последние 5, 10, 20, минут. Но специально человек этого не делает.

9 часов назад, Garik66 сказал:

для этих целей проще ИМХО воспользоваться опцией СЕ трассировка

Трассировка, это и есть запись процессором того, что он держал в своих регистрах в последние, указанные нами, секунды. Или не секунды, — я забыл, что-там указывается.

@Karlos007

Unless I specify the region…
aob
Maybe the process (yuzu) is to big in memory?
Also lua / asm aobscans don’t find either.

Cheat Engine 7.1 (Also tried 7.0 and different settings / debuggers)
Windows 10 pro v2004 64 bits
32gb ram / i7-6700 cpu

@mgrinzPlayer

Is it related with this commit? c0534e3
Did you try to compile CE from source and above issue still exists?

@Karlos007

I’m trying to compile the 64 bit but only the 32 app compiles :/ and that doesn’t scan at all.

lazarus-2.0.10-fpc-3.2.0-win64
lazarus-2.0.10-fpc-3.2.0-win32

lazarus-2.0.10-fpc-3.2.0-cross-x86_64-win64-win32
lazarus-2.0.10-fpc-3.2.0-cross-i386-win32-win64

What files should I install?

@Karlos007

aob1

@mgrinzPlayer

@Karlos007

@mgrinzPlayer

Does it find when you tick MEM_MAPPED option in «CE Settings->Scan settings»?

If not, you can try modify memscan.pas file, something like changing the lines with «size: dword» or «size: integer» to «size: qword»…

@Karlos007

  • yeah MEM_MAPPED is ticked
  • Still the same changing line 5232: size: dword -> size: qword
  • It’s weird because other scans work if they are early in memory (this one is 212629A0A50)
    Start 0000000000000000 Stop 7fffffffffffffff doesn’t find
    Start 21262900000 Stop 7fffffffffffffff does find…

@mgrinzPlayer

I wrote «something like …».

You can try other places too. Maybe:

  • «addressSize: dword» => «addressSize: qword»
  • «memorySize: dword» => «memorySize: qword»
  • «maxregionsize: dword» => «maxregionsize: qword»

If it still doesn’t work, then, I think there’s no an easy fix like this one c0534e3

Edit:
typo

@Karlos007

I don’t know why but that worked, seems to be related to that 2GB, even if it’s not unknown initial value.
Also makes the lua scripts work.
Thank you so much for your help, I’m gonna keep making my cheat table :)

@mgrinzPlayer

You can help and find the smallest possible change which fixes your issue.

Extract source files again. Then:

  • do one change, build/compile
  • check
  • if problem exists, do next change, build/compile
  • check

Note: while doing this, you should use Lazarus «Run=>Clean up and build project» (all options selected except «package output directories»).

@Karlos007

Seems that
456: maxregionsize: qword; does the job
Normal Cheat Engine 7 doesn’t find anything, but extracting source files and changing that line finds the address.

@mgrinzPlayer

OK. Thank you. This information should be useful. I’m adding permalink to this line:

maxregionsize: dword; //max size of buffer to be allocated when not unknown scan

@cheat-engine

what is your buffersize in scansettings?

@Karlos007

1024 KB Currently working fine with my compiled CE.
I was changing between 512 and 1024 and more settings but always failed to scan the one that I not compiled.

@cheat-engine

i can’t see why maxregionsize would cause a difference as it’s size is limited by buffersize.
but i’ll check (tomorrow)

(did you do a full build or a compile after getting the latest source?)

@mgrinzPlayer

@Karlos007

I also have to sleep :)
aob2
I deleted the entire folder cheat-engine-master and unziped again before editing that one line.
I used «Run=>Clean up and build project»; now has 1130 files but when I tried before it was 0 since I deleted all.

@cheat-engine

How many bytes is the AOB you’re scanning for ? more than 2000?

If you compile in debug-nomt 64-bit. Does it still fail ?

@Karlos007

The array is around 50.
I have others with 500 that work fine.
Complied in debug-nomt 64-bit with the original master folder? Without touching line 456?

@mgrinzPlayer

Without touching line 456?

Do both, the more information the better.

@Karlos007

Both find the address, but takes much more time scanning. Around 3 minutes instead of 15 sec.
I see that master memscan.pas 456 it’s now maxregionsize: qword; instead of maxregionsize: dword;

@mgrinzPlayer

To be perfectly sure. You extracted source files from that zip file you downloaded earlier, right?

To summarize it. This?

line 456 has dword line 456 has qword
build mode is release 64bit doesn’t find finds
build mode is debug-nomt 64-bit finds/slow finds/slow

or this?

line 456 has dword line 456 has qword
build mode is release 64bit doesn’t find finds
build mode is debug-nomt 64-bit doesn’t find finds/slow

@Karlos007

Yep the first one, debug-nomt 64-bit slowly finds with dword and qword
release finds with qword only
(7.1 / 7.0 / 6.8.3 .exe from the github page don’t find either)

Гоша386

  • #1

gskgyqfjnrazmpjz0x.png

В этом гайде мы научимся заменять байты через прогу Cheat Engine. Тут всё понятно расписано как и что делать.

c7haftyyjsuwrrshwretfhgn.jpg

1. Запускаем обход. После запуска обхода открываем CheatEngine.

abrmyegksg4cbnjy.png

2.Находим процесс: crossfire.exe

jcuvjkrb6vzcprfvuyc.png

3.После того как мы нашли процесс.Выбираем вкладку (Тип) и ищем (Array of Bytes)

cscpcmfkeyex9wesxnwbng.png

4.В строке (Hex) прописывае начальные байты. Вот мы ввели начальный байты ножа (выделено красным)

xhkqtnjy2xaezcnsskkrtbs.png

5.Жмём на поиск. И слева вылазиют байты (они выделины красным) нам нужен первый (подчёркнут зелёным).

sxxffuybqq9wxfswetsdpck.png

6.Теперь правой кнопкой мыши щелкаем по первому байту и нажимаем (Перейти в память по этому адресу).

qarmwubtarhjcdhu1gk.png

7.Вылезет вот такое окно.

fcpjj9rkarhgrduc.jpg

8.Ищем строку начинающиюся на 4D 6F 64. Теперь нам нужен полный байт оружия, на которое хотим поменять. Полностью выделяем свой (полный) байт. И возращаемся к Cheat Engine.

rfqgpfvzy7fcawtqmahx.jpg

9.Жмем на 4D, ,и кликаем правой кнопкой мыши по этому значению.У вас откроется меню ,выбираем (Вставить из буфера обмена)

qx3kbfapruqmupuzvyvkqv.jpg

10. Вот что у нас получилось:

btbzsztr9srrjbtax.jpg

11.Внимание на символы в синем квадрате,слова knife заменились на слова вашего байта.
Результат:

zfc6huekhhwststeeben.jpg

Скачать эту программу сможете перейдя по сылке

jwxxwxvgfubdvl8xhxpvdev.gif

Последнее редактирование модератором: 6 Ноя 2012

  • #1

Здравствуйте Уважаемые!
при потытке сканирования паняти процесса l2.exe выдает 0 результатов, даже когда сканирую «неизвестное значение»
Игра на русском официальном сервере защищена программной frost, последний раз, примерно 2 года назад все хорошо сканировалось, сейчас, похоже, какую то защиту поставили

  • #2

Так ищи обход фроста, сейчас во многих играх нельзя сканировать память

  • #3

хе хе, а тут кто-то не так давно объяснял мне какой я дурак, и что память читать нет проблем. Если защита не дает смотреть память, то это скорее всего означает, что обойти ее можно только на уровне 0 кольца. А на уровне нулевого кольца работают только драйверы, ну из легальных инструментов. Так что если вы не системный программист, устанете обходить )

  • #4

bugaj [?]

А на уровне нулевого кольца работают только драйверы, ну из легальных инструментов. Так что если вы не системный программист, устанете обходить )

Не пугайте людей, там не от чего уставать. Немного желания и времени — все что потребуется.

  • #5

bugaj [?]

обойти ее можно только на уровне 0 кольца. А на уровне нулевого кольца работают только драйверы

Написать драйвер не сложно. Правда для работы в x64 системе у него должна быть цифровая подпись, или хотя бы тестовая.

  • #6

ну я наверное драйвер то писал, если судить по моей подписи и знаю о чем говорю. По моим ощущениям у меня создание первого в жизни драйвера заняло больше месяца(нужного мне драйвера, а не того что есть в инетах в больших количествах), просто потому что инфа по этому делу трудно доступна ибо фрагментирована и разбросана по инету. А гуру драйверописания будут пичкать вас букварями, а не ответами, и если вы решите их все прочитать от корки до корки то это займет гораздо больше месяца. Т.е. как бы драйвер не сложно написать(если вы уже знаете как), но в условиях очень скудного доступа к информации весьма проблематично, хотя если вы в английском гуру, то в иностранных тырнетах с этим проще.

Кстати, где то тут есть тема про GameGuard и в ней ссылка на WinIO и в этом самом WinIO есть функции прямого доступа в память, т.е. теоретически они могут позволить писать и читать в память и есть вероятность, что защита это не будет это пресекать. Проблема только в том, как исследовать программу, это нужно свой cheat engine писать на этих функциях) если они конечно будут работать. И кстати WinIO вместе с исходниками распостраняется.

во я даже нашел топик http://autoit-script.ru/index.php/topic,14307.msg91374.html

  • #7

bugaj Никто и не спорит, что вы знаете. Но простите меня, irp-хуки на kb девайсы с управлением через i/o — явно не стоят месяца изучения. На счет работы с памятью приложений ring3 в ring0 — KeStackAttachProcess.

Вся эта теория — максимум сутки.

P.S. Даже если GameGuard будет сканировать указатели на обработчики IRP нужных девайсов, то обходится это так же просто. Все методы поиска подобных хуков заключаются на определении принадлежности указателя к адресному пространству драйвера конкретного девайса.

  • #8

ок. чего спорить, засекаем — за сколько автор топика обойдет фрост :whistle:

Kakdakak, снять дамп и в нем искать(petool), только вряд ли получится, снять полный дамп и за  VMProtec.

21 часа назад, Kakdakak сказал:

Хватит ломать беззащитные локальные игры , помоему эти времена должны были закончиться еще 10 лет назад… где хардкор ?! ;)
Там вам огромное поле для развития и создания уроков на своих каналах Youtube

А что ломать, в онлайн  играх? Часто используемые это ESP, AIM, radar, убрать отдачи, подсветка предметов и врагов, разные функций из локальных игр, боты(для фарма предметов и опыты) и все. Плюс геморрой с зашитой от читов. И самое интересное, из всего, это ESP, radar, BOT.

@qiuyang1008

When playing the Dragon Quest XI PC Version, and I try to scan the memory of DragonQuest XI game, I instantly get the error information «Scan error:thread 3:Access violation » or «Scan error:thread 2:Access violation » .

I’ve just tested that I can successfully scan the memory with cheatengine-i386.exe but it was slow indeed…

I’ve been using CE for several years and I’ve tried to scan the memory of other processes, and it turned out fine.

My computer: Intel Core i9 7900K and Nvidia Titan XP and 16G*2 memery.

@cheat-engine

and no other information? Like a number behind that ?

@qiuyang1008

Thank you for your attention, and there’s 4 kinds of number behind that:

  • Scan error:thread 2:Access violation(101)
  • Scan error:thread 3:Access violation(102)
  • Scan error:thread 4:Access violation(102)
  • Scan error:thread 6:Access violation(102)

When I play Monster Hunter World and this issue occurs again with CE 6.8.3.
There is a high chance it displays Scan error: thread 3:Access violation(102).

CE disk location: C:Program Files (x86)Cheat Engine 6.8.3

1
2
3png
4
5

@qiuyang1008

and no other information? Like a number behind that ?

OH, Drak, I found it!!!
If the mem_mapped option is unchecked, it will be OK.
If the mem_mapped option is checked, it turn out to be «Scan error:thread 2:Access violation(102) «.
Besides, if the mem_mapped option is checked and CE kernel rountines options are checked, it will be OK but scan slowly and to be unstable(easily crash…)
Hope these may help you. : )

@cheat-engine

what was the valuetype? A string by any chance ? Longer than 16 characters ?

@qiuyang1008

what was the valuetype? A string by any chance ? Longer than 16 characters ?

No, 4 bytes. And I test again and any valuetype (such as 4 bytes, float) can reproduce the bug.
If the Scan type mem_mapped option is checked, then it will be an issue. «Scan error:thread 2:Access violation(102) «. Then I uncheck the Scan type mem_mapped option, it will be OK. Strange!
Tested with game «Monster Hunter World» and «Dragon Quest» and other 3 games.
Maybe because the language of my PC system is not English?
My computer: Intel Core i9 7900K and Nvidia Titan XP and 16G*2 memery.

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    Cheat engine problem

    i have error : Scan error:thread 0:Please fill something in

    i have Eac_bypasser


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