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cheatengine-mcp-automation

Automate Cheat Engine memory analysis, reverse engineering, and debugging using AI through MCP protocol

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cheatengine-mcp-automation
description
Automate Cheat Engine memory analysis, reverse engineering, and debugging using AI through MCP protocol
triggers
["analyze game memory with cheat engine","find pointers and memory structures","automate reverse engineering with AI","scan memory for values using cheat engine","set breakpoints and trace execution","disassemble functions in target process","create game trainer or mod","analyze packet structures in memory"]
# Cheat Engine MCP Automation > Skill by [ara.so](https://ara.so) — MCP Skills collection. This skill enables AI agents to control Cheat Engine through the Model Context Protocol, automating memory analysis, pointer scanning, structure dissection, and reverse engineering tasks that normally take days or weeks. ## What It Does Connect Claude, Cursor, or any MCP-compatible AI to Cheat Engine for: - **Memory scanning**: Find values (int, float, string, AOB patterns) across gigabytes instantly - **Pointer chain resolution**: Follow `[[base+0x10]+0x20]+0x8` paths automatically - **Structure analysis**: Auto-detect field types and offsets in memory structures - **Code disassembly**: Analyze functions, find references, identify C++ RTTI classes - **Invisible debugging**: Hardware breakpoints + Ring -1 DBVM tracing - **Code injection**: Allocate memory, inject DLLs, execute shellcode - **Process automation**: Attach, pause, resume, create processes programmatically ## Installation ### Prerequisites - **Windows only** (uses Named Pipes) - Cheat Engine 7.5+ installed - Python 3.10+ ### 1. Install Python Dependencies ```bash cd MCP_Server pip install -r requirements.txt ``` Or manually: ```bash pip install mcp pywin32 ``` ### 2. Configure MCP Server Add to your MCP client config (location varies by client): **Claude Desktop** (`~/AppData/Roaming/Claude/claude_desktop_config.json`): ```json { "mcpServers": { "cheatengine": { "command": "python", "args": ["C:/path/to/cheatengine-mcp-bridge/MCP_Server/mcp_cheatengine.py"] } } } ``` **Cursor** (`.cursor/mcp.json` in project): ```json { "servers": { "cheatengine": { "command": "python", "args": ["C:/absolute/path/to/MCP_Server/mcp_cheatengine.py"] } } } ``` **Codex** (`~/.codex/config.toml`): ```toml [mcp_servers.cheatengine] command = "python" args = ['C:\path\to\cheatengine-mcp-bridge\MCP_Server\mcp_cheatengine.py'] ``` ### 3. Load Bridge in Cheat Engine Open Cheat Engine, then load the Lua bridge: **Option A: Execute Script (Recommended)** 1. Go to `File` → `Execute Script` 2. Select `MCP_Server/ce_mcp_bridge.lua` 3. Click `Execute` **Option B: Lua Engine** 1. Open `Table` → `Show Cheat Table Lua Script` 2. Paste this line: ```lua dofile([[C:\path\to\cheatengine-mcp-bridge\MCP_Server\ce_mcp_bridge.lua]]) ``` 3. Execute Look for confirmation: ``` [MCP v12.0.0] MCP Server Listening on: CE_MCP_Bridge_v99 ``` ### 4. Verify Connection Restart your MCP client, then use the `ping` tool: ``` User: "Ping cheat engine" ``` Expected response: ```json { "success": true, "version": "12.0.0", "message": "CE MCP Bridge Active", "process_id": 0 } ``` ## Critical Configuration ### Prevent BSODs **MUST DO**: Disable this setting to prevent `CLOCK_WATCHDOG_TIMEOUT` blue screens: 1. Cheat Engine → `Edit` → `Settings` 2. Go to `Extra` tab 3. **UNCHECK** "Query memory region routines" 4. Restart Cheat Engine This prevents conflicts between memory scanning and DBVM/anti-cheat systems. ### Enable DBVM (Optional) For Ring -1 debugging and invisible breakpoints: 1. Cheat Engine → `Kernel Tools` → `DBVM` 2. Follow prompts to install hypervisor 3. Reboot system 4. DBVM functions (`start_dbvm_watch`, etc.) now available ## Core MCP Tools ### Process Management ```lua -- List running processes get_process_list() -- Returns: [{pid, name, windowTitle}, ...] -- Attach to process open_process({process_name = "game.exe"}) -- Or by PID: open_process({process_id = 1234}) -- Get current process info get_process_info() -- Returns: {name, pid, base_address, entry_point} -- Launch new process under CE control create_process({path = "C:/game/game.exe", parameters = "--debug"}) -- Pause/resume execution pause_process() unpause_process() ``` ### Memory Reading ```lua -- Read typed values read_integer({address = "0x400000", size = 4}) -- 4-byte int read_float({address = "0x400000", double = true}) -- 8-byte double read_string({address = "0x400000", length = 100}) -- Read 100 chars read_bytes({address = "0x400000", size = 16}) -- Raw bytes -- Follow pointer chains read_pointer_chain({ base = "game.exe", offsets = [0x123456, 0x10, 0x20, 0x8] }) -- Resolves: [[game.exe+0x123456]+0x10]+0x20]+0x8 -- Read structures read_memory({address = "0x400000", size = 256}) ``` ### Memory Scanning ```lua -- Scan for specific value scan_all({ value = "15000", value_type = 4, -- 4-byte int writable = true }) -- Returns: [{address, value}, ...] -- Next scan (filter previous results) scan_all({ value = "15100", value_type = 4, next_scan = true }) -- AOB (Array of Bytes) pattern scanning aob_scan({ pattern = "48 8B 05 ?? ?? ?? ?? 48 85 C0", writable = false, executable = true }) -- Find what writes to address find_what_writes({address = "0x400000"}) -- Returns: [{instruction, address}, ...] ``` ### Code Analysis ```lua -- Disassemble function disassemble({ address = "0x401000", count = 20 -- Instructions to disassemble }) -- Analyze function structure analyze_function({address = "0x401000"}) -- Returns: {prologue, epilogue, calls, jumps, stack_size} -- Find all references to address find_references({address = "0x500000"}) -- Find all CALL instructions to function find_call_references({address = "0x401000"}) -- Get C++ class name via RTTI get_rtti_classname({address = "0x600000"}) -- Returns: "CPlayerInventory" ``` ### Structure Dissection ```lua -- Auto-analyze memory structure dissect_structure({ address = "0x500000", size = 512, name = "PlayerData" }) -- Returns: [ -- {offset: 0x00, type: "ptr", name: "vtable", value: "0x1234"}, -- {offset: 0x08, type: "int", name: "health", value: "100"}, -- {offset: 0x0C, type: "float", name: "x_pos", value: "123.45"} -- ] ``` ### Debugging & Breakpoints ```lua -- Hardware breakpoint (execution) set_breakpoint({ address = "0x401000", type = 1 -- 1=execute, 2=write, 3=access }) -- Data breakpoint (watch memory) set_data_breakpoint({ address = "0x500000", size = 4, on_write = true }) -- DBVM invisible tracing (Ring -1) start_dbvm_watch({ address = "0x401000", watch_writes = true }) -- Remove breakpoint remove_breakpoint({address = "0x401000"}) ``` ### Code Injection ```lua -- Allocate memory in target allocate_memory({size = 4096, near = "game.exe"}) -- Returns: {address: "0x10000000"} -- Inject DLL inject_dll({dll_path = "C:/mods/mymod.dll"}) -- Assemble instruction assemble_instruction({ instruction = "mov rax, [rbx+0x10]", address = "0x400000" -- For relative addressing }) -- Returns: {bytes: "48 8B 43 10"} -- Execute shellcode execute_code({ code = "90 90 C3", -- nop nop ret address = "0x10000000" }) -- Generate API hook template generate_api_hook_script({ function_address = "0x401000", function_name = "ProcessPacket" }) ``` ### Symbol Management ```lua -- Register named symbol register_symbol({ name = "PlayerBase", address = "0x500000" }) -- Use in other commands read_pointer_chain({ base = "PlayerBase", offsets = [0x10, 0x20] }) -- Get symbol info get_symbol_info({name = "PlayerBase"}) -- Enable Windows PDB symbols enable_windows_symbols() ``` ## Common Patterns ### Finding Player Health ``` User: "Find player health, currently at 100" AI workflow: 1. scan_all({value: "100", value_type: 4}) 2. User changes health to 95 3. scan_all({value: "95", value_type: 4, next_scan: true}) 4. find_what_writes({address: first_result}) 5. disassemble({address: write_instruction}) 6. analyze_function({address: function_start}) ``` ### Tracing Packet Encryption ``` User: "Find where network packets are encrypted" AI workflow: 1. aob_scan({pattern: "E8 ?? ?? ?? ?? 48 8B", executable: true}) // Common CALL pattern before crypto 2. For each result: - disassemble({address: result, count: 30}) - find_call_references({address: called_function}) 3. set_breakpoint({address: suspect_function, type: 1}) 4. start_dbvm_watch({address: suspect_function}) ``` ### Understanding C++ Object ``` User: "What is the object at [[game.exe+0x123456]+0x10]?" AI workflow: 1. read_pointer_chain({base: "game.exe", offsets: [0x123456, 0x10]}) 2. get_rtti_classname({address: result}) // "CPlayerInventory" 3. dissect_structure({address: result, size: 512, name: "CPlayerInventory"}) 4. For each pointer field: - read_pointer_chain({base: result, offsets: [field_offset]}) - get_rtti_classname({address: pointer_value}) ``` ### Creating Update-Proof AOB ``` User: "Find a unique pattern for the health function" AI workflow: 1. find_what_writes({address: health_address}) 2. disassemble({address: write_instruction, count: 50}) 3. Analyze for unique opcodes (avoid relative offsets) 4. aob_scan({pattern: "48 8B 05 ?? ?? ?? ?? 48 85 C0 74 ?? 8B 40 08"}) 5. Verify single result across full memory space ``` ### Automating Pointer Path Discovery ```lua -- Example: Find pointer path from base to target User: "Find the pointer chain from game.exe to 0x12345678" AI workflow: 1. get_process_info() // Get base address 2. scan_all({value: "0x12345678", value_type: 8}) // Find pointers to target 3. For each pointer result: - scan_all({value: pointer_result, value_type: 8}) 4. Build chain: base -> ptr1 -> ptr2 -> target 5. register_symbol({name: "TargetPath", address: "[[game.exe+0xABC]+0x10]+0x20"}) ``` ## Real Example: Complete Game Trainer Workflow ``` User: "Create a god mode for MyGame.exe" AI session: ─────────────────────────────────────────────────── You: Attach to MyGame.exe AI: open_process({process_name: "MyGame.exe"}) ✓ Attached to PID 5432, base: 0x140000000 You: Find my health, currently 100
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