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Cheat Engine 7.0

Download Cheat Engine 7.0

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Changes on Cheat Engine 7.0

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 init.lua 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
 (un)registerCreateCallback
 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 memrec.createHotkey 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)

08/21/2019:
Fixed loading existing files for asian users (textencoding was turned on, but that broke old files)
Added extra last minute highlighter options thanks to mgr.inz.player

08/25/2019:
Fixed UTF8 copy/paste in addresslist
Fixed loading/editing forms
Fixed createFileStream

08/27/2019:
Fixed lua pipe strings (mono uses it)

Release Date: 2019-08-20

Cheat Engine Tutorials and Guides

How to Install Cheat Engine

How to Install Cheat Engine

Learn how to install Cheat Engine correctly and modify your games

The installation process of Cheat Engine is very easy, we simply need to follow the steps shown in the installation wizard. By running the downloaded file for the first time we start to prepare the program for ...

How to Use Cheat Engine

How to Use Cheat Engine

Step by step tutorial - Specific case of Cheat Engine use: How to cheat in 3D Pinball Space Cadet

Cheat Engine is a program that lets us slightly modify games on basic level by changing its executables and hexadecimals, that’s the reason why it may be a bit difficult to use with no previous practice. For ...

Cheat Engine Related News Posts

Cheat Engine: different and important uses you must know

Cheat Engine: different and important uses you must know

Although the name implies cheating, Cheat Engine is such a powerful tool that has many different uses and can be used for a variety of things. The first one of course, is enabling cheats such as invincibility, super powers or even skipping entire levels of a game with the touch of a button or imputing a ...

Cross Platform Alternatives to Cheat Engine

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Cheat Engine is a tool that allows users, among other things, to scan and modify a game’s code/memory in order to do a things such as lower the difficulty, see through walls, enable invulnerability or enable any other cheat, and despite the variety of alternatives, it still remains the tool of ...

At the time of downloading Cheat Engine you accept the terms of use and privacy policy stated by Parsec Media S.L. The download will be handled by a 3rd party download manager that provides an easier and safer download and installation of Cheat Engine. Additionally, the download manager offers the optional installation of several safe and trusted 3rd party applications and browser plugins which you may choose to install or not during the download process.