Comments (6)
you indeed missing a dependency. read this: https://github.com/Metick/DMALibrary?tab=readme-ov-file#please-read.
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you indeed missing a dependency. read this: https://github.com/Metick/DMALibrary?tab=readme-ov-file#please-read.
Ahh, I see! That certainly did the trick. I thought the main readme was enough. Sorry about that.
Pretty darn cool thing you got going here. Thanks a lot for this, seems to work great.
A side note, is there any way to make the mono inspector in CE to work on mono applications? I'm attached to a .NET/mono application that normally let you use those tools built into CE. Meaning this: https://wiki.cheatengine.org/index.php?title=Mono
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You most likely could add support for it, sadly I don't have time to look into what it requires to add support for it. but you're free to add support yourself & Look into it.
I'd assume it requires VirtualAlloc ect, cuz I think it injects a lua .dll into the process? I could be wrong on this though
from cheatengine-dma.
A side note, is there any way to make the mono inspector in CE to work on mono applications? I'm attached to a .NET/mono application that normally let you use those tools built into CE. Meaning this: https://wiki.cheatengine.org/index.php?title=Mono
as far as I know, the cheat engine injects a specific dll into the target process that compiles all the mono-methods, so i dont think its possible
from cheatengine-dma.
A side note, is there any way to make the mono inspector in CE to work on mono applications? I'm attached to a .NET/mono application that normally let you use those tools built into CE. Meaning this: https://wiki.cheatengine.org/index.php?title=Mono
as far as I know, the cheat engine injects a specific dll into the target process that compiles all the mono-methods, so i dont think its possible
It should be possible if you replicate Virtual Alloc ect, but i assume it uses CreateRemoteThread to execute the memory, so you'd probably have to do something like hooking a function in the game that gets called a lot on that import, or IAT hook. it just requires some manual reversing & programming to implement that part. There just isn't a "Solution for all games" type thing here that would be UD. Not to mention allocating memory on EAC/BE is detected
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Ahh I see. Thanks for the replies people. I'm closing this as the original issue is solved. Have a good one!
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Related Issues (18)
- ERROR: Could not dump memory map HOT 3
- Missing results when scaning using cheat engine HOT 5
- Not all memory being scanned / actual process memory not being scanned HOT 1
- version VS ? HOT 1
- Pointer scan for this address HOT 2
- Cheat Engine Error 126 HOT 1
- Build erros :/ HOT 3
- Cant select process with Cheat Engine HOT 17
- Added new plugin issue HOT 1
- Ask function find static address HOT 8
- aobscanmodule HOT 16
- Doesnt work with Cheat Engine 7.5 HOT 9
- alloc HOT 1
- FPGA://algo=1 not working HOT 2
- Build issues HOT 4
- Error 126 loading plugin HOT 2
- Can't attach the debugger to the process HOT 1
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