Cheat Engine 7.6.3
Added 2025-11-15 03:00:44 +0000 UTCYet another inbetween version. New auto assemble hook and aob commands, generic support in Mono, mono method lookups based on parameters, deal with old tables that got corrupted and break speedhack when loaded, some lookup speed improvements, several functions have been made easier to use by allowing for alternate parameter sequences and a bunch of minor bugfixes
This will likely be the public 7.7 version feature wise (still may have a few bugs that will get squashed depending on bug reports)
From 7.6.1 to 7.6.2 see https://www.patreon.com/posts/cheat-engine-7-6-141442787
From 7.6.2 to 7.6.3:
Features:
AutoAssembler command: Hook(address, addresstogoto, originalcode) where originalcode will be allocated and filled for you , and an accompanying UNHOOK(address) command to go with it in the disable sections.
The autoassembler template builder has an option to use this hook type
aobscanfunction(name,functionname,aob)
Mono: Better class/method lookup (generic support and parameters for methods to distinguish between overloaded methodnames)
lua:registerSymbolLookupCallback functions now also have access to the original string as well (only use it to determine if you should return nil or not)
dotnetdatacollector now takes less time to determine if something is an object in the heap or not
memoryviewer has a new 'marker' type of highlights also controllable from lua.
memoryviewer has a new function to highlight all lines that are used as a jump destination so it's easier to determine where to hook
.net plugins: The .net 9 runtime requirements also link with aspnetcore
Fixes:
reassemble can now handle call [] and jmp [] instructions
'step out' when the stack contains an unparsable string works now
disassembling rorx now doesn't show a double , anymore
dialogs won't show on the wrong monitor anymore when in dark mode
the previous build missed a few lua script extensions for structure to C lookup. They are present now
don't load the speedhack_wantedspeed symbol if the tableversion is from CE 7.6 or older
fixed code finder doubleclick actually hiding the memoryview window instead of showing it
No changes to ceserver, so the download for that can be found at https://www.patreon.com/posts/cheat-engine-7-6-141442787 and I haven't recompiled the mac version with the latest changes. But I'll see if I get a chance later this week
And my sincere thanks to everyone supporting this patreon and especially those that report bugs and give new features suggestions
Comments
yes. Close the target process and then try again. You likely had a debugger attached to this process from an earlier CE version. Or you need to reinstall CE as the vehdebug dll failed to get replaced
Eric Heijnen
2025-12-25 10:33:08 +0000 UTCHi , thanks for the continued updates. I’ve run into an issue when using the “Find Out What Accesses This Address” feature in version 7.6.3. I’m getting the following error: “The version of the VEH dll inside the target process (CECE004) does not match what was expected (CECE005).” Is there a known workaround for this?
Astrax Soren
2025-12-25 08:41:40 +0000 UTCthere is a driver list, but it doesn't have green checkmarks and i don't think they show if loaded by kdu.
Eric Heijnen
2025-12-15 13:53:41 +0000 UTCThanks for the heads up they almost got me. 14) If you skip over this line you agree that Dark Byte will come to your home at night and watch you sleep while standing next to your bed, if you do read this, this clause will be null and void
Casey1
2025-12-14 02:22:06 +0000 UTCI asked grok to help make Cheat engine more stealthy. And it made me build custom drivers and load them via Kdu then enable DBVM on cheatengine. Then it tells me when I press Ctrl+M for memory viewer there should be "Driver Panel" where it shows my custom driver and green checkmark next to it that says it was loaded. I don't see said Panel and also I can't find pictures anywhere of said panel online. Is grok bsing at this point or does such panel and checkmark does exist?
TriggeredLmao
2025-12-13 09:34:10 +0000 UTCHi, I'm using v7.6.3 Not sure if this is a bug and already known, but I'm getting a error In Memory Viewer when I go to tools and AA then Templates I pick Cheat Table Framework Code and then AOB Injection next I leave the default for What Address for the Jump and then for the Name Symbol I create my own Name for it and then it fills out the code, and then I Assign to current cheat table and get "Error in line 19 (jmp originalcode) : This instruction can't be compiled" It's putting in hook and unhook code, I just exit out and redo it again and it works correctly without putting in hook and unhook, Doesn't happen all the time just sometimes when using AOB Injection, Thanks
Ron Taylor
2025-12-01 23:31:23 +0000 UTCHoly smokes #14 actually freaked me out for a second. Thank god I read it...
Geoffrey Stevens
2025-11-27 16:04:15 +0000 UTCawww, you've read it
Eric Heijnen
2025-11-27 07:47:28 +0000 UTCwhat is #14 on the license agreement lmao
James Baez
2025-11-27 03:56:37 +0000 UTCThank you kindly for all the hard work. CE has completely reinvented the way I play some games, not just with actual cheats but with way more advanced stuff. Cheers!
Judgment170
2025-11-23 21:32:42 +0000 UTCI think the bug, with the Memory Viewer window closing when you double click on an entry in the Code Filter window, has been fixed. So thank you for that.
oryx callotis
2025-11-21 19:49:21 +0000 UTCI have forgotten how to use the cheat engine. how to I get a refresher course please?
Kate
2025-11-19 20:47:48 +0000 UTCThanks for this
Thomas Beringer
2025-11-18 02:18:53 +0000 UTCthe work is always awesome any thorough guide to make speed hack work in more games even older ones like in Freedom fighters
engine223
2025-11-17 21:40:23 +0000 UTCwhich debugger interface? E.g DBVM can not find if the start address is after the actual start of an address
Eric Heijnen
2025-11-17 12:45:33 +0000 UTCUsing the "Find out what accesses/writes this address" seems unstable the more I use it on a process, for example it might not report what is being written to this address despite it being updated by the game. It also doesn't seem to work after getting out of IDA's debugger in the same process and might crash the game. (happen in multiple games) I use an Intel 285K if that might help, seems to happen on both 7.6 and 7.6.3
nnw
2025-11-17 08:47:27 +0000 UTCThe new hook is handy in case of the code changing inbetween versions (e.g at entrypoint sub rsp,120 changing to sub rsp,190, or the bytes after the initial hook changing slightly, like mov rcx,12345a678 to mov rcx, 4567cc89) and your code can be cleaner as the saving of the original code is done internally. In memoryview you can rightclick a function and under highlight function is a new function to highlight the jump destinations. That way you can quickly see which parts are safer to hook than others
Eric Heijnen
2025-11-15 07:09:48 +0000 UTCThere's no active bug report regarding that so i assume it is fixed
Eric Heijnen
2025-11-15 06:55:50 +0000 UTCThe processwatcher only works on windows 10 1609 and earlier on intel cpu's only. Anyhow, don't use processwatcher with bluestacks, that's not needed. Just target the correct process or target [Physical Memory] if you can't get it to work with the normal process (remember to enable mem_mapped for emulators)
Eric Heijnen
2025-11-15 06:55:19 +0000 UTCfrom cfemen: CE 7.6 is a buggy mess and lots of built in features like the string list is not working correctly, so features like the item spawn will not give you the correct item. has that been fixed?
Sapphire
2025-11-15 05:44:01 +0000 UTCthe process watcher is still having issues and it suppose to work with blue stack
Lars Curtis
2025-11-15 05:37:03 +0000 UTCHey DB, thanks for the great release as always! Two questions: Whats the use case for new hook type and how does it work? And what do you exactly mean by "memoryviewer has a new function to highlight all lines that are used as a jump destination so it's easier to determine where to hook"?
st0le
2025-11-15 03:12:11 +0000 UTC