Jumat, 30 Maret 2012

Teknik menggambar Clean Up Dan Sisip &TRACING ,UNTUK ANAK (MA)


Mendeskripsikan  tentang multimedia
Mengambar
l Menggambar (Inggris: drawing) adalah kegiatan kegiatan membentuk imajinasi, dengan menggunakan banyak pilihan teknik dan alat.
l Bisa pula berarti membuat tanda-tanda tertentu di atas permukaan dengan mengolah goresan dari alat gambar.
l Pelakunya populer dengan sebutan Penggambar/juru gambar (inggris:draftsman) yang merupakan salah satu bagian pekerjaan dari perupa.
Perkembangan  perangkat lunak grafis membuat kegiatan menggambar  bisa pula dilakukan dengan sentuhan penuh  alat-alat komputer. 
Contohnya  adalah karya gambar oleh Peter Welleman

Berikut daftar  perangkat lunak yang memungkinkan kegiatan  menggambar  :
l Microsoft Expression
l Inkscape
l Adobe Photoshop
l Adobe Illustrator
l Paint Shop Pro
l Corel Painter
l Pixia
l Kolourpaint
l Microsoft Paint
l The GIMP
l openCanvas
l  
Menggambar  Clean Up 
l "Clean-Up"  merujuk kepada proses penyempurnaan karya seni  kasar animasi 2D.
l Tujuan Clean Up adalah untuk menciptakan animasi dengan halus, garis konsisten seni dan garis berat sebelum ditransfer ke cels untuk melukis.
 
Menggambar  Clean Up 
          Kadang-kadang animator  menandai catatan pada seni bersih-bersih dengan  pensil atau tinta, dalam warna-warna yang  tidak akan ditransfer ke sel-sel, pada  baris dibersihkan bekerja - biasanya untuk  inkers dan pelukis yang akan berurusan  dengan berbagai warna garis dan isi di  cels.

Clean  Up & Sisip 
      Menggambar  clean up adalah membersihkan gambar dengan  cara menjiplak pada animasi.
      Gambar  sisip adalah menyisipkan gambar atau teks  pada animasi. 
Tracing 
l berawal  dari kata trace, yang bermaksud menelusuri  atau penelusuran. Dalam grafis, tracing bermakna  menggambar ulang dengan memakai acuan/patrun. 
l Bila disederhanakan berarti menjiplak gambar, adapula yang mendefinisikan tracing sebagai proses perubahan format gambar dari bitmap menjadi vector biasa.
Software untuk  Tracing 
l Beberapa  software misalnya, Adobe Illustrator, Macromedia  Freehand, Corel Draw, Zara X ataupun software  khusus tracing seperti Corel Trace dan  bahkan Adobe Illustrator keluaran CS versi  1 ke atas sudah menanamkan tool live  trace di programnya yang mampu mengkonvert  gambar menjadi vector dalam hitungan detik.
Tracing 
l Dalam  terminologi komputer grafis, vector adalah  sekumpulan objek dalam garis atau bentuk  tertentu yang dapat didefinisikan secara matematis,  diisi warna, dan memiliki resolusi bebas.  Karena itu, vector bisa diperbesar dalam  ukuran berapa pun tanpa kehilangan resolusinya. 
Tracing 
l Tracing  adalah teknik penggambaran cepat, baik secara  manual atau digital. Tracing adalah jawaban  untuk tuntutan proses produksi yang berpacu  dengan waktu.
l Tanpa tracing, barangkali tak akan ada printing tekstil, screen printing, atau air brush style sekalipun.
Teknik Tracing 
l Manual  Tracing 
l meletakkan gambar asli dibawah kertas kalkir, lembaran acetate, mika susu/kodaktris, boleh kertas doorslag, atau kertas roti. Lalu kita menggambar menggunakan tinta cina, rapido, atau tinta afdek yang pekat
Teknik Tracing 
l Digital  Tracing
l Tracing digital saat ini banyak kita kerjakan dengan bantuan computer.Gambar asli di-scan, lalu dijiplak lewat bantuan piranti lunak semacam Adobe Illustrator, Adobe Freehand, Adobe Photoshop, Coreldraw atau Corel Painter.
Tracing 
l Produk  yang dihasilkan adalah illustrasi vector, untuk  menutupi kebutuhan illustrasi yang akan dipakai  pada desain-desain poster, iklan-iklan koran  bahkan web dan film-film kartun.
Tracing 
l Tracing  yang dilakukan dengan bantuan aplikasi berbasis  bitmap semacam Photoshop, photopaint atau Painter,  kita sebut tracing bitmap. Tracing bitmap  lebih banyak dikerjakan dibidang screen printing  dan tekstil printing.
Tracing 
l Tracing  bukanlah masalah menjiplak dalam arti sempit,  tracing adalah teknik penggambaran ulang baik  manual atau digital. Dalam illustasi, tracing  adalah style yang membutuhkan kemampuan trace  dan penguasaan aplikasi grafis.

apa yang anda ketahui tentang tehnik Tracing untuk anak (MA)

 
1. Tempatkan Foto

Pertama menempatkan foto di Layer 1 oleh File> Place atau Copy & Paste dari papan klip. Klik dua kali pada Layer 1 untuk mengubah Pilihan Layer. Dim Atur Gambar untuk: 30% dan lapisan kunci.

2. Mulai tracing

Buat layer baru (Layer 2). Tahan tombol Ctrl dan klik pada ikon mata Layer 2 untuk melihat Layer 2 dalam mode Outline.



Gunakan Pen Tool dan mulai menelusuri fitur dasar dari gadis itu. Ketika Anda melacak, ada beberapa tombol shortcut yang harus Anda ketahui agar dapat bekerja lebih cepat.
Cara pintas ini:

    * Ctrl + [= Send Backward (Ini akan mengirim objek kembali 1 langkah)
    * Ctrl +] = Bring Forward (Ini akan membawa obyek depan 1 langkah)
    * Ctrl + Shift + [= Send to Back (ini akan mengirimkan objek sepanjang jalan ke belakang)
    * Ctrl + Shift +] = Bawa ke Depan (Ini akan membawa obyek sepanjang jalan ke depan)
    * Ctrl + F = Paste di Depan (ini akan menyisipkan objek di depan dengan posisi yang sama)



3. Membuat bayangan

Gambarlah jalur baru seperti ditunjukkan (atas). Kemudian Copy path basis dari wajah dan Paste di Depan. Pilih path basis disalin dan jalan baru, buka Pathfinder, Anda Alt-klik pada daerah bentuk Perpotongan.

Gunakan teknik yang sama dari langkah sebelumnya dan membuat semua jalur bayangan untuk ilustrasi keseluruhan. Anda tidak harus masuk ke dalam rincian lagi, salah satu bayangan jalan sederhana setiap bagian yang cukup baik (mis. mata, bibir, baju, tubuh, dll). Ingatlah untuk menggunakan Ctrl + C untuk menyalin dan Ctrl + F untuk menyisipkan objek di depan. Percayalah, ini akan menghemat banyak waktu!



4. Isi warna dasar
Sekarang mengisi warna dasar untuk wajah, mata, bibir, dan alis.


5. Shadow gradien
Isi jalur bayangan wajah dengan (nada putih-kulit) Gradient dan pilih Multiply untuk Blending Mode.


Pilih jalur bayangan lain dan menggunakan Perangkat pipet untuk menyalin mengisi gradien jalan bayangan utama.


Untuk bayangan bibir dan mata, gunakan pipet untuk menyalin dasar mengisi dan pilih Multiply Blending Mode.

6. Tubuh
Gunakan teknik yang sama, salin isi gradien bagi tubuh. Catatan Anda mungkin untuk menyesuaikan gradien dari setiap jalan bayangan untuk berbaur dengan ilustrasi secara keseluruhan.



7. Rambut
Kurang lebih sama, isi 1 jalur dengan gradien, lalu menggunakan Perangkat pipet untuk menyalin mengisi.


8. Kaos
Sama teknik sebagai langkah sebelumnya.


9. Rok
Isi rok dengan gradien biru, kemudian gunakan Tool pipet untuk menyalin mengisi untuk bayangan.


10. Rambut rincian
Sekarang Anda dapat menambahkan lebih detail untuk rambut. Membuat efek bayangan dengan menambahkan jalur Multiply. Tambahkan beberapa menyoroti dengan menggunakan warna gradien ringan. Jika Anda ingin, Anda dapat menambahkan rincian ke pakaian, bibir, atau menambahkan tato keren di tubuhnya.



Final
Setelah Anda terbiasa dengan teknik pelacakan, pada dasarnya anda bisa melacak apa saja!


[Tutorial] Apa Itu Frame, Keyframe, Blank Keyframe, Motion Tween, & Symbol Pada Adobe Flash KHUSUS NYA BUAT ANAK (MA)



timeline
timeline
helo animaniac! tutorial kedua yang saya posting adalah membahas tentang apa itu frame, keyframe, blank keyframe, motion tween, dan symbol? loh kok itu yang diposting buat apaan ris?? kapan buat animasiinyaaaa…! eeiitss,, tunggu dulu, tahan nafsu birahi anda yang ingin membuat animasi, hehe.. kenapa saya memosting ini, karena ke 5 fasilitas ini adalah hal dasar yang kamu perlu ketahui sebelum membuat sebuah animasi. tanpa 5 media ini, kamu gak bakalan membuat animasi. untuk lebih jelasnya, langsung aja ke tutorialnya, cekidot~
frame 1. Frame : frame adalah satuan terkecil dalam video. pada program flash, frame diumpamakan seperti kertas hvs yang telah digambar, dan contoh apabila framenya kita perpanjang sebanyak 5 frame, maka diumpamakan seperti 5 kertas hvs dengan gambar yang sama.apabila kita merubah gambar salah satu frame, maka frame yang lain akan mengikuti perubahan gambar tersebut. karena frame tidak dapat berdiri sendiri.
keyframe 2. Keyframe : keyframe adalah frame kunci yang dapat berdiri sendiri. diumpamakan seperti kertas hvs yang berisi gambar. apabila kita tambahkan  sebanyak 5 keyframe, apabila salah satu keyframe kita rubah gambarnya, itu tidak akan mempengaruhi gambar-gambar dikeyframe lain. karena keyframe dapat berdiri sendiri.
blank keyframe
3. Blank keyframe : blank keyframe adalah keyframe yang tidak memiliki gambar/objek didalamnya. diumpamakan seperti kertas hvs yang kosong melompong, polos, suci, tanpa kotoran bahkan tidak ada 1 titikpun disana.
motiontween4. Motion Tween : motion tween adalah salah satu fitur dari program adobe flash yang dapat memudahkan kita membuat sebuah animasi pergerakan objek tanpa harus memperbanyak gambar keyframe, hanya menentukan keyframe awal dan keyframe akhir, kita bisa menggerakkan sebuah objek menggunakan fitur ini.
symbol 5. Symbol : symbol adalah salah satu fitur dari program adobe flash yang juga dapat memudahkan kita dalam membuat sebuah animasi. kalau diumpamakan, apabila stage adalah tas yang berisi objek-objek animasi, maka symbol adalah tempat pensil yang didalamnya juga kita bisa menyimpan animasi lagi didalamnya. didalam fitur symbol, ada 3 fasilitas, yaitu movie clip, button, dan ghrapic
movie clip : untuk membuat sebuah simbol animasi berbentuk movie
button : untuk membuat button atau tombol. fasilitas ini biasa digunakan untuk animasi media interaktif
graphic : untuk membuat sebuah simbol animasi berbentuk grafik.
dalam membuat animasi simbol, saya merekomendasi untuk menggunakan fasilitas graphic daripada movie clip, karena fasilitas graphic jika test langsung distage, animasinya akan muncul. tapi untuk movie clip, apabila kita test di stage, animasinya tidak muncul, dia harus di test movie, baru bisa muncul. selain itu, apabila kita export animasi kedalam bentuk avi atau format video lainnya, animasi didalam simbol graphic tidak akan hancur, tapi untuk movie clip, animasi didalamnya akan hancur. movie clip lebih bagus untuk membuat animasi media interaktif

itulah sekian dari penjelasan mengenai Frame, Keyframe, Blank Keyframe, Motion Tween, & Symbol Pada Adobe Flash. semoga bisa bermanfaat. baca perlahan-lahan, pahami, dan praktekan~

Kamis, 29 Maret 2012

Bomb Komentar status FB



Setelah kemaren saya share tentang like status FB automatis nah sekarang saya mau share tentang "BOMB COMMENTS" tau kah anda apa itu bomb comments ? sama seperti Like bomber yang sekali klik ngajajar likenya, Bomb comment juga sekali klik automatis Comment langsung numpuk di status temanmu !


Udah lah gk usah banyak basa-basi langsung aja ke TKP

1. Siap kan notepad, tau kan notepad ? kalo gk tau ikuti ini, klik Start > All programs >> Accessories >> Notepad

2. Jika sudah ketemu, copas Script di bawah ini :
dim wsh
jumlah=100
delay=1
set wsh=wscript.createobject("wscript.shell")
wscript.sleep 3000
for i=1 to jumlah
wsh.sendkeys "KOMENTAR ANDA"
wsh.sendkeys "{ENTER}"
wscript.sleep delay
next

'END

3. Anda bisa mengganti kata yang berwarna MERAH dengan komentar yang akan di tampilkan.
4. Lalu Save, Caranya dengan klik Files >> Save as >>Ganti save as type dengan 'ALL FILES' (tanpa petik) >> Berinama file dengan ekstensi .VBS (Contoh : komen.vbs) >> klik save

Nah jika sudah, buka folder tempat anda menyimpan file tersebut, lalu Double klik file tersebut dan klik "tulis komentar" pada status yang akan anda Beri BOMB COMMENTS.

Segitu ajah mudah kan xD

Dayz   SEMOGA tidak BERHASIL xD

<new info> setelah saya cek, tidak hanya bisa di pake di komen, bisa juga di chat, dan semua yang aplikasi untuk menulis (seperti MS.word, Notepad dLL)

Auto Like FB | Greasemonkey



Fb auto like, kayaknya udah gk asing di Pesbuk apalagi kalo kamu JEMPOLERS. Gile tu  jempolers kalo gk ngemis Like minta di ADD akakak (sorry gan Fakta ini :D )



Nih tutornya langsung aja ke

1. Kamu harus pake browser Firefox, gk punya ? download aja, cari di mbah gugel xD

2. Instal dulu Greasemonkey di firefoxmu >>>klik disini untuk instal

3. Jika sudah diinstal silahkan instal Auto Like FBnya >> klik disini untuk instal

4.  Jika sudah Restart firefox kamu,

5. Buka www.pesbuk.com dan liat hasilnya



INGAT BEDA MUKA BEDA RASA xD

Rabu, 28 Maret 2012

Cara Membuat Cheat D3D Menu Point Blank

Para sahabat Cakramnet Cheat PB, Kali ini saya akan mengupas tentang bagaimana caranya membuat Cheat Point Blank (PB) D3D menu. Tak usah banyak basa-basi langsung kita mulai saja Tutorial membuat Cheat Point Blank ini. Okey Gan dah Siap.....

Alat yang dibutuhin :
==->VC++ 2010
==-> Microsoft DirectX 9.0 SDK (Summer 2004)

Langkah Pertama :
1. Buka Visual C++ 2010 Express Edition, Setelah itu buat New Project.
2. Pilih Visual C++, Empty Project dan namakan dengan zenix D3Dbase.

3. Ok Project telah dibuat, Setelah itu buat Header lalu Klik pada Project dan pilih Add New Item.

Pilih Header File dan Namai dengan zenixMenuClass.h dan isikan code berikut:

Code:
//==================================================================
// This file is part of zenixbase d3d v1
// (c) copyright zenix 2010
// special thanks to:
// Hasrul AE
// //mcz yang selalu dukung gw
/cakramnet.blogspot.com/
//==================================================================
#include "Functions.h"
typedef struct{
int index;
char * title;
int *hack;
int hackmaxval;
int hacktype;
DWORD HCOLOR;
}ITEM;
class zenixMenu {
public:
LPDIRECT3DDEVICE9 pDevice;
LPD3DXFONT pFont;

int hackcount;
int selector;
int x,y,w,h;
DWORD COLOR;

ITEM HACKITEM[99];
char hackrval[256];

void CreateItem(int index, char * title, int *hack,int hackmaxval=1,int hacktype=0);
void BuildMenu(char * menuname, int x, int y, int h, int w, DWORD TITLECOL, DWORD BACKCOLOR, DWORD BORDERCOLOR, LPDIRECT3DDEVICE9 pDevice);
void RenderMenu();
};
typedef HRESULT ( WINAPI* oReset )( LPDIRECT3DDEVICE9 pDevice, D3DPRESENT_PARAMETERS* pPresentationParameters );
typedef HRESULT (WINAPI* oEndScene)(LPDIRECT3DDEVICE9 pDevice);
//Colors A,R,G,B Gan Silahkan dipakai untuk membuat Chams
#define RED D3DCOLOR_ARGB(255, 255, 0, 0)
#define GREEN D3DCOLOR_ARGB(255, 0, 255, 0)
#define BLUE D3DCOLOR_ARGB(255, 0, 0, 255)
#define WHITE D3DCOLOR_ARGB(255, 255, 255, 255)
#define BLACK D3DCOLOR_ARGB(255, 0, 0, 0)
#define YELLOW D3DCOLOR_ARGB(255, 255, 255, 0)
#define TEAL D3DCOLOR_ARGB(255, 0, 255, 255)
#define PINK D3DCOLOR_ARGB(255, 255, 240, 0)
#define ORANGE D3DCOLOR_ARGB(255, 255, 132, 0)
#define LIME D3DCOLOR_ARGB(255, 198, 255, 0)
#define SKYBLUE D3DCOLOR_ARGB(255, 0, 180, 255)
#define MAROON D3DCOLOR_ARGB(255, 142, 30, 0)
#define LGRAY D3DCOLOR_ARGB(255, 174, 174, 174)
#define DGRAY D3DCOLOR_ARGB(255, 71, 65, 64)
#define BROWN D3DCOLOR_ARGB(255, 77, 46, 38)
#define SHIT D3DCOLOR_ARGB(255, 74, 38, 38)


4. Setelah itu buat Header lagi dan Beri Nama dengan Functions.h dan Isi dengan code berikut :
Code:
//==================================================================
// This file is part of zenixbase d3d v1
// (c) copyright zenix 2010
// special thanks to:
// Hasrul Ae/
// //mcz yang selalu dukung gw
// cakramnet.blogspot.com
//==================================================================
#include "SystemIncludes.h"
void PrintText(char pString[], int x, int y, D3DCOLOR col, ID3DXFont *font)
{
RECT FontRect = { x, y, x+500, y+30 };
font->DrawText( NULL, pString, -1, &FontRect, DT_LEFT | DT_WORDBREAK, col);
}
void FillRGB( int x, int y, int w, int h, D3DCOLOR color, IDirect3DDevice9* pDevice )
{
if( w < 0 )w = 1; if( h < 0 )h = 1; if( x < 0 )x = 1; if( y < 0 )y = 1; D3DRECT rec = { x, y, x + w, y + h }; pDevice->Clear( 1, &rec, D3DCLEAR_TARGET, color, 0, 0 );
}
void DrawBorder( int x, int y, int w, int h, int px, D3DCOLOR BorderColor, IDirect3DDevice9* pDevice )
{
FillRGB( x, (y + h - px), w, px, BorderColor, pDevice );
FillRGB( x, y, px, h, BorderColor, pDevice );
FillRGB( x, y, w, px, BorderColor, pDevice );
FillRGB( (x + w - px), y, px, h, BorderColor, pDevice );
}
void DrawBox( int x, int y, int w, int h, D3DCOLOR BoxColor, D3DCOLOR BorderColor, IDirect3DDevice9* pDevice )
{
FillRGB( x, y, w, h, BoxColor, pDevice );
DrawBorder( x, y, w, h, 1, BorderColor, pDevice );
}
bool isMouseinRegion(int x1, int y1, int x2, int y2) {
POINT cPos;
GetCursorPos(&cPos);
if(cPos.x > x1 && cPos.x < x2 && cPos.y > y1 && cPos.y < y2){ return true; } else { return false; } } bool bCompare(const BYTE* pData, const BYTE* bMask, const char* szMask) { for(;*szMask;++szMask,++pData,++bMask) if(*szMask=='x' && *pData!=*bMask) return 0; return (*szMask) == NULL; } DWORD FindPattern(DWORD dwAddress,DWORD dwLen,BYTE *bMask,char * szMask) { for(DWORD i=0; i



5. Buat Header lagi beri Nama SystemIncludes.h dan Isikan code berikut :
Code:
//==================================================================
// This file is part of zenixbase d3d v1
// (c) copyright zenix 2010
// special thanks to:
// Hasrul Ae
// //mcz yang selalu dukung gw
// cakramnet.blogspot.com
//==================================================================
#include
#include
#include
#include
#pragma comment(lib,"d3dx9.lib")


6. Klik pada Source Files kemudian Add New Item pilih C++ File (.cpp) Beri Nama D3dbase.cpp Isikan code berikut :
Code:
//==================================================================
// This file is part of zenixbase d3d v1
// (c) copyright zenix 2010
// special thanks to:
// Hasrul Ae
// //mcz yang selalu dukung gw
/cakramnet.blogspot.com/
//==================================================================
#include "zenixMenuClass.h"

oReset pReset;
oEndScene pEndScene;

zenixMenu dMenu;

LPDIRECT3DDEVICE9 g_pDevice = 0;
//Mengatur Offset Font Menu Hack
int xFontOffSet = 15;
int hackopt1;
int MenuHeight = 10;
int show=1;
int b = 0;
//==================================================================
//Menu HACK
int hack1 = 0;
int hack2 = 0;
int hack3 = 0;
int hack4 = 0;
int hack5 = 0;
//==================================================================
void zenixMenu::CreateItem(int index, char * title, int *hack, int hackmaxval,int hacktype)
{
hackcount++;
HACKITEM[hackcount].index = index;
HACKITEM[hackcount].hack = hack;
HACKITEM[hackcount].hackmaxval = hackmaxval;
HACKITEM[hackcount].hacktype = hacktype;
// Mengatur tinggi rendahnya Menu Hack
PrintText(title, xFontOffSet, index*15,HACKITEM[hackcount].HCOLOR,pFont); }
void zenixMenu::BuildMenu(char * menuname, int x, int y, int h, int w, DWORD TITLECOL, DWORD BACKCOLOR, DWORD BORDERCOLOR, LPDIRECT3DDEVICE9 pDevice)
{
if(GetAsyncKeyState(VK_INSERT)&1)show=(!show); //Memunculkan Menu HACK (INSERT)
if(!show) {
DrawBox(0,0, w, 20, BACKCOLOR, BORDERCOLOR, pDevice);
PrintText(menuname, 5, 2, TITLECOL, pFont);
return;
}

DrawBox(x,y, w, h, BACKCOLOR, BORDERCOLOR, pDevice); // Sesuaikan dengan Base Menu HACK
PrintText(menuname, x+10, y+2, TITLECOL, pFont);
CreateItem(1,"Ammo", &hack1);
CreateItem(2,"Recoil", &hack2);
CreateItem(3,"Wallhack", &hack3);
CreateItem(4,"Chams", &hack4);
CreateItem(5,"Apa aja deh", &hack5);
RenderMenu();
}

void zenixMenu::RenderMenu() //Hotkey menu
{
if(GetAsyncKeyState(VK_DOWN)&1)
selector++;

if(GetAsyncKeyState(VK_UP)&1)
if(selector > 1)
selector--;

if (GetAsyncKeyState(VK_RIGHT)<0){ for(int i=0;i < (hackcount+1);i++){ if(selector == HACKITEM[i].index){ if(*HACKITEM[i].hack < HACKITEM[i].hackmaxval) *HACKITEM[i].hack += 1; } } } if (GetAsyncKeyState(VK_LEFT)<0){ for(int i=0;i < (hackcount+1);i++){ if(selector == HACKITEM[i].index){ *HACKITEM[i].hack = 0; Sleep(200); } } } for(int i=0;i < (hackcount+1);i++){ if(selector == HACKITEM[i].index) HACKITEM[i].HCOLOR = GREEN; else HACKITEM[i].HCOLOR = RED; } for(int i=1; i<(hackcount+1); i++){ if(HACKITEM[i].hacktype == 0){ if(*HACKITEM[i].hack == 1) // Mengatur tinggi rendahnya Menu Hotkey PrintText("On", xFontOffSet+100, HACKITEM[i].index*15,WHITE,pFont); else PrintText("Off", xFontOffSet+100, HACKITEM[i].index*15,RED,pFont); } } if(selector < 1) selector = 1; if(selector > hackcount)
selector = 1;

hackcount = 0;
}
void TestThread() //Memunculkan texk jika ON/OFF
{
if( hack1 == 1)
PrintText("Jika Ammo [ON] text akan berubah warna", 30, 200, GREEN, dMenu.pFont);
else
PrintText("Jika Ammo [ON] text akan berubah warna", 30, 200, RED, dMenu.pFont);
} //Sesuaikan saja
void ReFont(LPDIRECT3DDEVICE9 pDevice) //Untuk penggantian font
{
if (g_pDevice != pDevice)
{
g_pDevice = pDevice;
try
{
if (dMenu.pFont != 0)
dMenu.pFont->Release();
} catch (...) {}
dMenu.pFont = 0;
D3DXCreateFontA(pDevice, 14, 0, FW_BOLD, 0, 0, DEFAULT_CHARSET, OUT_TT_ONLY_PRECIS, PROOF_QUALITY, DEFAULT_PITCH | FF_DONTCARE, "Arial", &dMenu.pFont );
}
}

HRESULT WINAPI Reset(IDirect3DDevice9* pDevice, D3DPRESENT_PARAMETERS* pPresentationParameters )
{
dMenu.pFont->OnLostDevice();

HRESULT hRet = pReset(pDevice, pPresentationParameters);

dMenu.pFont->OnResetDevice();

return hRet;
}
// Menu TITLE
HRESULT WINAPI EndScene(LPDIRECT3DDEVICE9 pDevice)
{
ReFont(pDevice);
dMenu.BuildMenu("Nyit-nyit.net 2010",0,0,190,200,RED,BLACK,GREEN,pDevice);
TestThread();
return pEndScene(pDevice);
}


int D3Dinit(void)
{
DWORD hD3D, adr, *vtbl;
hD3D=0;
do {
hD3D = (DWORD)GetModuleHandle("d3d9.dll");
Sleep(10);
} while(!hD3D);
adr = FindPattern(hD3D, 0x128000, (PBYTE)"\xC7\x06\x00\x00\x00\x00\x89\x86\x00\x00\x00\x00\x89\x86", "xx????xx????xx");
if (adr) {
memcpy(&vtbl,(void *)(adr+2),4);
pReset = (oReset) DetourFunction((PBYTE)vtbl[16] , (PBYTE)Reset ,5);
pEndScene = (oEndScene) DetourFunction((PBYTE)vtbl[42], (PBYTE)EndScene,5);
}
return 0;
}

BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
{
DisableThreadLibraryCalls(hDll);

if ( dwReason == DLL_PROCESS_ATTACH ) {

CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)D3Dinit, NULL, NULL, NULL);
}
if( dwReason == DLL_PROCESS_DETACH) {
dMenu.pFont->Release();
}
return TRUE;
}






7. Kemudian Save All Project.
8. Setelah project telah di Save lalu Compile/Start Debugging.




Jangan lupa rubah Properties Project rubah Application (.exe) menjadi Dinamic Library (.dll)

Pada Fungtions.h void *DetourFunction
Code:
void *DetourFunction (BYTE *src, const BYTE *dst, const int len)
{
BYTE *jmp;
DWORD dwback;
DWORD jumpto, newjump;

VirtualProtect(src,len,PAGE_READWRITE,&dwback);

if(src[0] == 0xE9)
{
jmp = (BYTE*)malloc(10);
jumpto = (*(DWORD*)(src+1))+((DWORD)src)+5;
newjump = (jumpto-(DWORD)(jmp+5));
jmp[0] = 0xE9;
*(DWORD*)(jmp+1) = newjump;
jmp += 5;
jmp[0] = 0xE9;
*(DWORD*)(jmp+1) = (DWORD)(src-jmp);
}
else
{
jmp = (BYTE*)malloc(5+len);
memcpy(jmp,src,len);
jmp += len;
jmp[0] = 0xE9;
*(DWORD*)(jmp+1) = (DWORD)(src+len-jmp)-5;
}
src[0] = 0xE9;
*(DWORD*)(src+1) = (DWORD)(dst - src) - 5;

for(int i = 5; i < len; i++) src[i] = 0x90; VirtualProtect(src,len,dwback,&dwback); return (jmp-len); }



bisa kalian ganti dengan:

Code:
void *DetourFunction (BYTE *src, const BYTE *dst, const int len)
{
BYTE *jmp = (BYTE*)malloc(len+5);
DWORD dwBack;

VirtualProtect(src, len, PAGE_EXECUTE_READWRITE, &dwBack);
memcpy(jmp, src, len);
jmp += len;
jmp[0] = 0xE9;
*(DWORD*)(jmp+1) = (DWORD)(src+len - jmp) - 5;
src[0] = 0xE9;
*(DWORD*)(src+1) = (DWORD)(dst - src) - 5;
for (int i=5; i


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[x] Magnet

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HotKey :
[x] WallHack ON | OFF = INSERT
[x] WalHack Mini Indo = DELETE

[x] Magnet ON = SHIFT | OFF = CTRL
[x] Hollow / Damage Up = AUTO ON
 
 
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Minggu, 25 Maret 2012

Cheat Engine




Download Cheat Engine
November 21 2011:Chinese Traditional translation files:
todobug has provided us with the translation files for "Chinese Traditional (ch_tw)"


November 13 2011:Back:
The server is back up and your dns has been updated to this ip again.
Most stuff will be working, but some stuff is missing and/or gone. (User attachments)

Please note that you may occasionally see error messages while some adjustments are made


November 11 2011:CRASH:
The server cheatengine.org is hosted on has crashed :(
The forum's last backup was 3 weeks ago so that isn't too bad, but the attachments people uploaded after January 12th are lost. So those need to be reuploaded.
Cheatengine.org is currently hosted on a secondary host while the new harddisk is being setup but that can take a few days.<
The forum is currently down, but the downloads should work (6.1 downloads)

for those that want to chat check out irc or the temp forum here: http://cheatengine.freeforums.org

August 16 2011:Spanish/Castilian traslation files:
Manuel I. has provided us with Spanish/Castilian(es_ES) translation files
Just extract to your languages\ subfolder in the Cheat Engine folder

June 7 2011:Chinese Simplified translation files:
There's a translation file for another branch of Chinese (zh_CN)


June 5 2011:Chinese Simplified translation files:
Forum member aleax has provided us with Chinese Simplified translation files
Also, here's a link to a chinese site which may be able to help you further


June 3 2011:Cheat Engine 6.1 Released:
It's time for a new release again. This mainly contains bugfixes that 6.0 introduced and implementing some old features that went missing from 5.6.1 to 6.0 (Trainer maker) The lua environment has been extended and some new features have been added that can make dissecting a program easier (for example the structure spider , last branch record recordign on Intel Fam6 and string map, comments in assembler, etc...)
Also, translation support has been added so you can now create translation files (.PO files) which can be used to translate Cheat Engine. There is already a russian translation file. If you do a translation please send them to dark_byte@hotmail.com or pm in the forum and I'll upload them to the site

link: Cheat Engine 6.1
Russian translation files
If you encounter bugs or have suggestions, please do not hesitate to report them


Cheat Engine 6.1

Fixes:

  • Fixed DBVM from not working
  • Fixed Kernelmode debugging with DBVM in 64-bit
  • Several disassembler fixes
  • Scanning errors now show the error
  • Fixed a few 16-bit assembler instructions
  • Fixed doubleclicking the assembler scan going to 00000000
  • Fixed the assembler scan going from ffffffff back to 0 and starting over again
  • Fixed autoattach causing huge memory leak
  • Fixed clicking nextscan when having 0 results
  • Fixed 8 byte scans so they it can now scan negative values
  • Prevent a 32-bit plugin from showing up error messages when loaded in the 64-bit ce version (It won't work)
  • Fixed the VEH debugger from not handling int3 breakpoints properly
  • Fixed XMM registers in the veh debugger
  • Fixed the VEH debugger from causing a program to hang when Cheat Engine is closed normally
    Changes since public release: (max 7 days)
  • June 4 2011: Add the shellExecute lua function
  • June 5 2011: Fix assembling of movq
  • June 7 2011: Fix loading a table after having a table with files. And fix the listbox and combobox in the designer. And AOBscan script fix
  • June 9 2011: Fix lua memory scan creation and reading out the results

    Changes:
  • Added a structure spider which may help in finding ways to distinguish between two objects
  • Value scanning can now take formulas
  • Added a form designer to create lua extensions
  • Added an automated trainer generator that will generate a trainer script for you
  • Added lots and lots of new functions to the lua engine. Check the helpfile or main.lua
  • Added the ability to save binary files into a cheat table
  • Added an xm-player
  • Added columns to the stackview window
  • Added an option to choose if the disassembler should show 32-bit or 64-bit code
  • Added support to translate cheat engine to any language you want (check the language folder for more info)
  • Some speed improvements at several tools
  • Added undo last edit (ctrl+z) when editing values in a cheat table
  • Added extra option to the pointer rescan so you can filter out paths more specifically
  • Added custom comments to the assembler window
  • Added the ability to use lua variables inside auto assembler ( $luavariable )
  • Added syntax highlighting to lua
  • Changed the lua dlls with versions that don't need the C++ runtime installed
  • Changed the lua library to support 64-bit dll's
  • The lua script has been moved from the comments window to it's own menu on top
  • In the hexadecimal view when selecting 4 bytes and then pressing space will make you go there. Backspace returns
  • Added the .cetrainer file extension so you can download very small files and have great trainers January 10 2011:Cheat Engine 6.0 Released:
    It has taken a while but the wait has been worth it: Cheat engine 6.0 has been released
    It's not only a new version with some new features, but a complete port from Delphi to Freepascal/Lazarus with support for 64-bit
    Of course, some features could not get implemented in this new version just yet, like the directx mess and trainer creator, but they are planned to come back in the next versions. If you need to use them, just use Cheat Engine 5.6.1 instead(Check the download page if you need it). And other features have just been stripped because they where useless (hyperscan)
    Of course, new stuff has been added like the VEHDebugger, improved pointerscan speed, ability to compare to the values of a saved scan, advanced scripting, etc...etc...etc...

    If you encounter bugs or have suggestions, please do not hesitate to report them. If you don't I can't fix/improve Cheat Engine



    Cheat Engine 6.0

    Fixes:
  • several disassembler fixes
  • change by offset supports negative hexadecimal offsets
  • several fixes to the data dissector
  • Fixed simple paste
  • Hextype won't change pos
  • January 11 2011: Fixed a hotkey issue
  • January 11 2011: Fixed the stringlist_add crash


    Changes:
  • Added a 64-bit version
  • Different compiler (uses fpc/lazarus now instead of delphi)
  • Addresslist has been reimplemented from scratch
  • Debugger has been reimplemented from scratch
  • Hexview has been redesigned
  • Added a new debuggerinterface : VEHDebugger
  • replaced underc with lua
  • Added several lua routines
  • pointerscanner speed increased
  • custom types changes from scantype to valuetypes that can be used in multiple locations
  • disassembler shows colors and can be configured
  • improvements to the stackview
  • added tabbed scans
  • standalone Trainermaker is currently not implemented
  • added the option to save scanresults
  • You can now compare the current addresslist to the values of a saved scan (first scan included)
  • The above also makes the percentage scans more useful, so a between % scan has been added as well
  • Tables can now contain lua scripts that can get executed
  • Table entries can execute lua scripts when enabled/disabled (see it as an extension to auto assembler)
  • Added conditional breakpoint
  • added break on data breakpoint
  • automated "find what accesses address" now shows a trigger count
  • Hotkeys on cheat entries have been improved
  • Temp files don't get saved in the ce folder anymore
  • Cheat Tables don't get saved in the ce folder anymore
  • Added a suggestion where you can save your tables now
  • Cheat table entries can now be dragged and dropped, including on top of eachother
  • Hexview can now show seperators any way you like
  • You can compare two hexviews with eachother to show the differences
  • Added the 7 byte hexadecimal display type
  • Added some extra plugin apis
  • Improved the change register on breakpoint gui
  • And lots of other stuff...



    Also, I heard news that scientists have finally managed to create pigs with wings
    January 5 2011:Shortcut to launch Cheat Engine missing:
    In case you're noticing that when you start Cheat Engine you get a message that the shortcut isn't valid anymore and Cheat Engine.exe has been deleted from your system then you've become the victim of a really crappy anti virus program. (Really, any anti virus that deletes files without user permission is crap)
    This is probably also the cause for the "Error Code 2" message during install

    The solution to this problem is uninstall your anti virus(McAfee in particular) and reboot. Then reinstall Cheat Engine and everything should work fine(perhaps installing a different anti virus as well, as long as it isn't McAfee)

    And if you feel like it please contact that anti virus vendor (e-mail and/or forum) and let them know they should stop deleting Cheat Engine.exe (Even if their forum already has more than 100 topics about it)

    also, Cheat engine 6.0 will be out any day now


    Juli 1 2010:Before I forget:
    Because I'm getting flooded with e-mails of people that don't check the forum, if you're using firefox and want to use Cheat Engine on a browser game, then open plugin-container.exe instead of the firefox process. (That process will only exist when the game has already been started)


    June 30 2010:10 year anniversary and 5.6.1 release
    Well, it's been a decade now that the first version of Cheat engine saw the light
    To celebrate that fact I've released ce 5.6.1 , which is mainly a bugfix version but also has some small usability improvements, I also wanted to put out a beta version of CE 6 today but since it has an annoying bug that makes the foundlist hard to use I'll spend some more time on that first.

    link: Cheat Engine 5.6.1

    Fixes:
  • Fixed bug where ce would crash(close) on XP systems on certain type of games when opening a process
  • Fixed the error at "Same as first scan" when using the float type
  • Pointer rescan for value now accepts more than 8 characters
  • Fixed pointerscan for value not supporting more than 1 thread
  • Fixed showing the fpu in the kernelmode debugger
  • Fixed Decreased/Increased by %
  • Dissect Data now detects non-exact floating point values again
  • Disabled executing the aobscan when assigning a script to the table
  • Some disassembler fixes
  • Again some more DPI fixes
  • The byte-editor in the hexeditor window is now properly aligned at the proper height
  • The XMM registers are now shown for kernelmode debugging as well
  • Implemented the stop button for kernelmode "Find what addresses this code accesses"
  • Fixed error message when pressing enter and no address is selected in the addresslist
  • Fixed samememory regions so the last byte is now included as well
  • Fixed the simple-copy/paste option in settings (it now has effect)
  • Fixed bug where pressing alt made a lot of controls invisible in vista and later
  • Fixed the pointerscan bug that caused out of memory problems for the scan (Was already secretly fixed and released for 5.6 one week after the official release, but still mentioning it)


    Changes:
  • Rightclicking on registers(multiple locations) saves them to the clipboard
  • The values of dissect data can now be saved to disk
  • Auto Assembler script entries have a small <script> text you can click for easier script editing
  • The commonmodulelist.txt has been updated with some extra dll's that have nothing to do with the game (thanks to psych)
  • AutoAssembler: You can't move the cursor beyond the end of a line anymore
  • Pointerscan: Pointerscanner now tells you that pressing stop is a stupid thing to do
  • Pointerscan: doubleclicking an pointer with invalid base now adds it anyhow. (In case the base becomes valid again later)
  • Several extra window positions are now saved when the option to save the position is enabled (included pointerscan and autoassembler)
  • CE now notifies you if it thinks there's not enough dispace left
  • Default pointer option is now set back to insert instead of append
  • Added a "Same as first scan" hotkey option
  • When opening a new process and chosing to disable everything now also disables entries in advanced options


    If you encounter bugs, please let me know (forum pm/post, Bugreport or dark_byte@hotmail.com)
    P.S.:If you have questions read the FAQ first, it may contain the answer to your problem, even if you don't like the answer

    January 31th 2010:Cheat Engine 5.6 Released
    And again, I failed to update versions inbetween...(mainly having to do with dealing with a new dissaster every month). Of course, those that compiled the svn sourcecode did get to enjoy the new stuff earlier
    Anyhow, version 5.6 is finally released and it has some neat features and opens several new possibilities for plugins to do some neat stuff
    link: Cheat Engine 5.6


    Changes:
  • Removed stealthmode. (Someone could make a plugin for this, one probably more advanced than the old one)
  • Pointerscanner speed has been increased a lot
  • New Icon (thanks to Phox from the forum)
  • The pointerscanner can now scan for values
  • The pointerscanner now lets you specify an offset list that it has to end with.
  • Removed the injected pointerscanner
  • The auto assembler now supports code outside of [enable] and [disable] sections so it affects both
  • Resultcount is now comma seperated (thanks to infinito)
  • New kernelmode debugger
  • Added the ability to offload the current OS to dbvm (if your cpu supports it)
  • The driver is now 64-bit compatible. (You will have to sign it yourself, or reboot with unsigned driver support)
  • Rewrote the disassemblerview
  • Deleting addresses from a scanresult is now a bit faster
  • Changed the hotkey handler to be more controllable
  • New heaplist that works based on dll injection instead of toolhelp32
  • Dissectcode now helps finding referenced strings
  • Added a new Auto assembler command "aobscan(varname, arrayofbyte)"
  • Added a new Auto assembler command "assert(address, arrayofbyte)" which will make a script fail if the bytes aren't what they should be
  • Dissect data now works with offsets instead of sizes
  • Added the ability to follow pointers easily with Dissect Data
  • There's now a stacktrace visible during debugging (2 different types)
  • The registerview is gone as long as you're not debugging
  • CE now suppresses the "No disk" message when the systems searchpath is invalid
  • Added a common modulelist to the ce folder that you can edit. Include files that you do NOT want to go through when doing memory inspection
  • You can now open another pointerscanner window while another pointerscan is running and read the results.
  • The pointerscanner can now also scan for values
  • Added a string reference windows
  • Improved the plugin system:
  •     You can now add auto assembler commands
  •     You can now get a callback when the disassembler is being rendered
  •     You can now add a plugin item to the context of the disassemler
  •     etc...
  • Added (float)#, (double)# and (int)# support to the assembler, (double) is mainly usable in combination with the new DQ command though


    Fixes:
  • Fix mov [reg],reg disassembly when a 16-bit prefix is used
  • Fixed some floating point assembler instructions
  • Taborder fix for "Value between scan" (infinito)
  • Fixed the Auto assembler code injection template with regard to the "Alt:" line
  • Jmp FAR instruction not shown properly in the disassembler
  • Fixed disassembler instructions that had a rep/repe prefix while they shouldn't
  • Fixed xorps instruction
  • Fixed assembler where segment registers are used
  • Fixed rm32,imm16 notations getting dowsized to rm32,imm8 while they should go rm32,imm32
  • Fixed hang when setting the window on top and then doing a scan
  • Fixed FILD qword instruction
  • Fixed FNSTSW AX instruction
  • Fixed FCOM instruction
  • Fixed IMUL,0a instruction
  • Fixed broken alt-key when the disassemblerview is focused
  • Fixed the bug where removing a assigned hotkey to a cheat table didn't work
  • Fixed the floating point panel. It now actually shows the floating point values...
  • Fixed several bugs in the Dissect Data window
  • Several gui fixes for high dpi systems

    Many thanks to everyone that reported bugs (e.g csimbi and Recifense) and suggestions.
    Thanks to Psy for helping with the helpfile
    And thanks to Oliver Sahr who has sent me a lot of suggestions, data and other information, which I will work through in the coming months. And probably make adjustments to the site accordingly

    As for the future of CE, perhaps I can finally continue work on the 64-bit port of CE...
    And again, if you encounter bugs, please let me know (forum pm/post, Bugreport or dark_byte@hotmail.com)
    P.S.:If you have questions read the FAQ first, it may contain the answer to your problem, even if you don't like the answer

    January 18th 2009: Cheat Engine 5.5 released
    I guess I didn't officially update CE as often as I hoped, but anyhow, here's the new version: Cheat Engine 5.5
    Changes:
  • added 'short' and 'far' override to the jump instructions. (Mainly usefull for auto assembler scripts that by default pick the far one)
  • copied the "Find out what addresses this code accesses" from advanced options to memory view
  • Made the above function display the current value so you don't have to add them first
  • And made it non-modal so you can do other stuff while it's working.
  • Improved custom scan so it can now also display the results
  • New speedhack implementation
  • New AutoAssembler window
  • Removed the question if you want a new scan. (You must now click on new scan yourself)
  • Added GlobalAlloc to the autoassembler
  • The dissect structure window can now be opened multiple times (for comparison)
  • Structures are now saved in the cheat table
  • The main ce window now has a menu (can be disabled in settings if you don't like it)
  • The processlist can now show process icons. (could be slow, so can be disabled in settings)
  • The settings window has been changed from tabs to a list
  • Added a tools menu so people can add quicklaunch apps. (e.g: calc)
  • Added the option to save and load tables as XML
  • Changed copy/pasting of entries to XML
  • Helpfile changed from .HLP to .CHM , also incorporated the plugin documentaion in the helpfile instead of a seperate .RTF
  • Added a few new functions to the plugin system and made the examples easier to understand (Mainly for helping with assembly scripts)
  • Added a packet editor example plugin
  • Assembler can now work with " and ' strings
  • Changed the reverse pointer scan to give more details about what is going on
  • The positions of the main window and memoryview can now be saved
  • The about window now tells you which version of dbvm is loaded if dbvm is running
  • If DBVM is running and you choose physical memory, it goes through dbvm's read physical memory instead of windows'
  • Added a floating point panel to several windows that use system context to display variables
  • Added the option to the memoryview hexview part to display 2 bytes, 4 byte, float or double instead of bytes
  • Improved the dissect data window to show addresses next to eachother
  • The bottom part of the memory view window (hexview) can now display as different types (byte, 2 byte, 4 byte, decimal 4 byte, float, double)
  • Changed the multi pointer tutorial step so it now represents a real game situation
  • Added the adminRequired anifest to the standalone trainer

    Fixes:
  • Fixed the multicore scan crash
  • Fixed the MEMORYFIRST.TMP file showing up in a weird location
  • Fixed several hotkey setting bugs
  • Fixed loading back the speedhack hotkey values
  • Fixed a crash when opening a process with a broken PE-header
  • Fixed several assembler and disassembler instructions
  • Fixed memoryviewers "copy to clipboard" option where it picks the wrong option
  • Fixed binary scan crash on nextscan
  • Fixed huge memory leak in pointerscanner
  • Fixed the "No error message" on error during a scan
  • Fixed bug with calling kernel_XXXX functions in assembler
  • Fixed a trainer bug regarding clicking on cheats
  • Fixed 32-bit icons in the trainer maker
  • Fixed the terminate scan option
  • Fixed a DPI bug on several windows
  • Fixed a crash when loading of the symbols failed

    I've also uploaded a new version of dbvm that should be more compatible with systems that have more than 4GB ram and fixed several bugs. Also started implementing an emulator for the 'hard to virtualize' sections. So for those that know the difference between an IDT and a SDT, go ahead and download dbvm

    Enjoy this version, and if you encounter bugs, please let me know (forum pm/post, Bugreport or dark_byte@hotmail.com)
    P.S.:If you have questions read the FAQ first, it may contain the answer to your problem, even if you don't like the answer
    July 27th 2008: DBVM source
    Still busy with other stuff(But I do manage to work on CE every now and then), but since some people are having trouble with DBVM on their system I've decided to open up it's sourcecode for the public, so other people can make improvements. It still needs a lot of cleanup work, and some parts could be used from other programs, or even from inside the compiler(I have this nagging feeling the whole common.c part could get removed if build in precompiled)
    I've made this package to compile on a 64-bit fedora core linux distro (I myself use a cross-compiler on a 32-bit laptop to generate the 64-bit, but this should be easier for people to use) but other distros should work too
    Packages needed: nasm and yasm and optionally mkisofs and rar to make a package release

    Stuff that really needs some improvements:
  • Makefile, I know, it's not a 'standard' makefile. But it suits my needs. If anyone feels like it. Make a better one.
  • The linking and filling in sizes could probable be done better instead of parsing the .MAP file to find the location
  • Changing the hardcoded vmread/vmwrite values's with more meaningfull defines
  • Better support for multicore setup
  • The virtual machine's first sector loader+executioner may need some extra code to make it work on more systems
  • Some real-mode 'special' cases may need some extra work
  • Emulating paging speed improvement and making it work for PAE systems. Still can't figure out why PAE just refuses to work
  • AMD support

    You can download it here.

    May 25th 2008: Still alive
    I've been busy with other stuff but just wanted to let you all know there's still some stuff being done. The last few days a few bugfixes for CE commited in the SVN, several forum fixes regarding avatar and signature size, still busy planning a migration to phpbb3 someday, and updated the table database to update the date when a table is updated.
    Also letting you know there's still some more updates planned

    January 10th 2008: DBVM bugfix
    For those that know how to use it, I've updated DBVM to version 0.4. Check the downloads page.
    It mainly fixes the bug where it doesn't initialize secondary cpu cores, sets the A20-line to enabled, and a possible fix for systems with 4GB or more ram.

    January 1st 2008: New year, new site, new Cheat Engine 5.4

    Happy 2008!
    As you can see the new site is up, and also released version a new version of Cheat Engine(changes)
    And always, please report bugs when you encounter them. I refuse to fix them if you don't tell me about them just to annoy you!

    My good intention for this year is to try to update Cheat Engine a bit more often(if I get the chance). Anyhow, check out the bugtracker and the SVN for the latest news regarding the development of CE. There is also a wiki in the SVN so if you'd like to read it or contribute: Go here
    Also, don't worry about the layout right now. May get some heavy changes in the future, but at least now I've got a better base to start with. (One change edits all pages as compared to the old site where each edit of the style or adition of the menu required editing each single file)

    September 9th 2007: New design
    Started with designing a new website. The new site should give a better idea about what Cheat Engine is and what it can do. Also adding some new stuff like a bugtracker, info about DBVM and even info about Cheat Engine
    Right now this page is only visibile using the /newsite/ link, but soon (when ce5.4 is released) this will become the main page

    April 24th 2007: Site back
    Sorry for the downtime, but my host couldn't handle the ammount of visitors and died. So if you're reading this, that means the move was successfull Anyhow, check the forum for more info

    September 9th 2006 Cheat Engine 5.3 released
    I kinda forgot to update this mainpage in a long time. Don't think that CE is stopped, I just suck at updating websites. Anyhow, check the download page for the download

    November 28th 2005: Cheat Engine 5.2 released
    It has taken a while but I finally released CE 5.2


  • Added some shortcut keys to the main window. (ctrl+o opens a table, ctrl+s saves, and ctrl+alt+a opens the auto assembler)
  • Added reinterpretable addresses
  • Added auto assemble scripts to the auto assembler
  • Added auto assemble scripts to cheat tables
  • Added a pointer scanner
  • Added the ability to define structures
  • Added address recalculation by module in the standalone trainer as well (for code entries, standard addresses use interpretable addresses)
  • Added the db 'string' opcode to the assembler
  • Added the REGISTERSYMBOL and UNREGISTERSYMBOL functions to the auto assembler
  • Addresses now indicate of a address is in a static address or dynamicly allocated
  • Added a show checkbox and show hotkey property to the cheatlist in the auto assembler
  • Added a click handler to seperate cheats in the trainer maker. (clicking enables a cheat)
  • Made it possible to also use ce's kernel debugger for "change register on breakpoint"
  • Changed the code finder so it's not modal anymore. (You still can't use multiple at the same time but it'll fix some 'not so' user-friendly problems)
  • Changed the hyperscan injection method when windows 2000 is detected. should be more stable
  • Changed the save routines in the memory view to give more options when saving and loading
  • Fixed some assembler and disassembler bugs
  • Fixed "force memory to be writable" on PAE enabled systems
  • Fixed the bug where the module name was not saved in the cheat table of a code entry
  • Fixed the bug where the first character of the trainer maker user input field got replaced by a ?
  • Fixed float->unknown initial scan->first scan->exact value not showing the type selection
  • Fixed find out what ... when using access violations and clicking stop
  • Fixed invalid reordering of entries after delete of a entry in the trainer maker
  • Fixed the corrupted title and about text in the generated trainer when protection was enabled
  • Fixed resizing of the cheatlist after a delete in the trainer maker
  • Fixed one or two spell errors
  • Fixed the fullaccess function in the auto assembler
  • Fixed support for floating points in the trainer maker (difference between , and .)
  • Moved all symbolhandler code to one class instead of speading it all over the rest of the code
  • changed the copy/paste of entries to be more stable


  • Please, report bugs to me when you find them else I'll never fix them.
    September 24th 2005: Cheat engine 5.1.1
    Because of a huge memory leak in Cheat Engine 5.1 I've done a quick bugfix in the form of Cheat Engine 5.1.1 The only new thing in this version is that it fixes that memory leak.


    September 6th 2005: Cheat Engine 5.1
    Cheat Engine 5.1 has finally been released.
    It's basicly a bugfix version, but also contains a few new features. Check out in the download section to see what's new.

    Also, like always, if you encounter bugs, or know something to improve it, please don't hesitate to tell me about them

    August 8th 2005: New site
    Thanks to some donations and advertisements I've finally got myself an easier to remember website:
    cheatengine.org

    And don't think I've been sitting still on the development of CE. I dont know the exact date but you can expect a new release quite soon. It'll mainly be a bugfix version like it fixes support for PAE enabled systems and 64-bit processes in winxp 64, but it'll also include several new aditions like a code dissector, a template for code injection in the auto assembler, and some other small stuff.
    And I'll be cleaning up the code a bit and perhaps even improve performance while doing so.


    Another thing, I'd like give thanks to all the people that have helped me so far and hope you and everyone else will keep on supporting Cheat Engine