CheatEngine comes with a feature called speed hack which basically can slow down or increase speed of the game. Actually, not only games, if there is a software with clock ticking it can speed-en up that too. How does that work? I might imagine there is some internal clock on which these things run but not sure how these things happen on low level.
While this feature has worked on most of the games I tried, it has also failed on many, for eg, NFS Most wanted. Why? Is there any different mechanism on which these games run or it is just some anti-cheat?
For any purpose that deals with the hardware, programs usually resort to system calls because that's what OS does best and one of these things happen to be knowing time. Computer games often need to render 60 frames / second and to make this happen they need to call the rendering function every 16.6ms. On Windows, "GetTickCount()" is usually used for this which returns number of milliseconds passed since the Windows has been up ("If no of milliseconds passed since the last tick count is more than 16ms, render a new frame else continue.").
Although, I can't be sure how exactly CE achieved this (the source code is pretty hard to understand) but another programmer pulled off a similar thing (video) on Linux. In the source code, you can see how the author modified a similar system call for Linux ("gettimeofday()") for this.
I think the reason why it does not work in some applications (mostly games) is that some games link the in-game clock to the frames per second. Therefore your game will slow down or crash if you try to speedhack it.
Ive been using Cheat Engine as a way to speed up the breeding process as stated by This post here (lovely post btw, props to the creator), and its been lovely ever since. Ive been having genuine fun with breeding for the first time.
The part thats bugging me is the "Decreased Value by 2 -> Next Scan" part. Normally, when I do this, 5 values come up and I change them to 3 and nothing wrong happens, the eggs just hatch. Ever since today, it decided to not show any values anymore. This is really bugging me because as far as I know this method of hatching eggs isnt looked down upon, and I really enjoy using it because of the pace and the fact that I like messing around with CE. Please do help if you know anything!
I'M LOOKING DOWN ON YOU *scowls*
( jk I don't care what you do in your singleplayer games )
( pls don't hurt me )
Ahem... do you perchance have, in your team, a pokemon with the ability Flame Body?
It halves the steps needed for hatching eggs; haven't checked the code, but it would make sense for this to be implemented by decreasing that value by 4 instead of by 2.
@Mettatex there is this Speed Breed mod that is use and it is extremely useful, starry already gave the link It is really helpful as the mod provides two machines at the daycare, 1 to generate eggs another one to hatch them, I don't know if you can predetermine shiny hatches using the cheat engine but the reborn shiny odds are 1/33 if you have the shiny charm soo its easier just using this breed mod also if you really need a shiny magikarp I have a few of them stored in my file, you can always come check it out.
Actually, Ill probably use the mod until I get CE to work again, I get the mod's faster but i really liked using CE. So again, thanks for telling me about it! (and thanks for telling me about the multiquote im new here and didnt know xD)
In Windows, there is a tool for Flash games called Cheat Engine which can speed up/down a process by X amount, making the time needed for a task in a game to go faster or slower than in the real world. This is specially helpful for time based games that make you wait for an X amount of time for a building to get finished, a harvest to get completed, etc... This also applies to games that you need them to go slower so you can defend against several enemies (Zombie games, etc..) or games that their difficulty lies in how fast one can complete something.
I should mention that I am not looking for a method to pause the process every milliseconds (Like slowing down Firefox or Chrome instead of slowing down the Flash game). For example slowing down Firefox would not work since it also slows down everything else so it would not be a Speed hack so much as slowing down the process in general including all actions by the user. Basically everything would be the same, just slower. The same goes for speeding the process up.
Short answer, no. There's no 2x button for process scheduling. Best you can do is use cgroups for what you're interested in to get more CPU time, at the expense of another process. If I had to guess, the reason speedhack even works is because it's doing it's business by manipulating the flash runtime, or just call it a virtual machine. It's not that it's speeding up the program, it's changed fundamental parameters the whole VM is based on. I suppose the same thing would be possible with something like Java or Python.
I would suggest a couple of things. If it is indeed farmville/something played on the net(as ppetraki suggested), I believe that one avenue is to go via greasemonkey route(it is a platform to allow running of all javascript-based scripts to allow more advanced tweaking on all levels of the browser/page-rendering.). No less, it I read over all other answers very quickly, and surprisingly didn't see anyone mention Wine
More specifically, if normal wine doesn't work(which I was able to get it to work, best off trying 32-bit), all hope is not lost, as this sounds like a perfect candidate for the Wine extension/add-on'esque program, 'Wine-Hacks,' it prompts the user with a walk-through for installing various pieces of software that meet particular requirements/etc...(this is a very easy avenue, if traditional wine configuration doesn't work). This is an interesting predicament, and its important to remember that linux in general gives the user a far greater platform to customize, and tweak the various processes/threads/etc on all levels... However, a large amount of reading typically comes from it. On a lower-level perspective one could, if the game is utilizing interprocess communication, tweak the speeds on the sockets('vmstat'/'top'/'ps'/'ss' commands are but a small arsenal of what linux offers) themselves, and although it will not have as small a learning curve/ease of use, but these tools are a start for analyzing process-level activity/memory-mgmt.
But looking up at your image, and having downloaded the app myself, gaining an understanding as to how the application works, and the fact it's reading bits of memory, and scanning memory addresses/etc... it eludes it is very doing just this, tweaking the memory/interprocess communication on a low-level(however going this route you'd be creating your own hackish-version of the 'Cheat-Engine' it could very easily be done with a gdb(gcc-debugger, a developer/security tool as doing these types of tasks are a common part of a developer's job to better gauge how the application works/its overall performance., acts similarly in a more limited scope). You'd just be using a different tool to control the memory/sequencing of socket-level communication. No less, the Wine-scenario will work, and I tried it briefly(however, I don't know what the targeted game your playing is, lol!!).
To conclude, so that we're clear, one way would to re-nice the processes/process threads(tasks) in Linux/and locating the various memory addresses, and bits used in the interprocess/socket communication using utilities/or debugger(already mentioned). Then another more basic way that would utilize the logic of the 'Cheat-engine,' itself in a non-Windows environment, through installing it with Wine, as Wine runs the application, and manages it in processes/threads within so it is as if the program is being ran in Windows itself. The Wine program is in all Ubuntu-specific distros I have seen, "'apt-get'/'aptitude'" it to install Wine). Additionally, another tool for debugging/tweaking flash-based games/etc... is that of Flashbug(a firebug variant, just as Greasemonkey is used in Mozilla)Good luck & cheers!!
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