An AI-powered game memory editor. Think Cheat Engine, but you can talk to it.
CE AI Suite is a Windows desktop application that combines professional-grade reverse engineering tools with an AI agent that drives them via natural language. Instead of navigating menus and memorizing workflows, you describe what you want — and the AI executes.
Status: Active development · 500+ commits · 3,085 tests · .NET 10 / WPF · Solo developer + AI pair programming
You attach to a game. You type "find my health value, it's currently 100." The AI scans memory, narrows results as you take damage, resolves a pointer chain, freezes the value, and explains what it did. That's the pitch.
Under the hood, it's a full memory analysis toolkit: value scanning, hardware/software/VEH breakpoints, x86/x64 disassembly, pointer scanning, Auto Assembler scripting, Lua scripting with CE API compatibility, speed hack, Mono/.NET runtime introspection, and cheat table import/export — all wired to an AI agent with 50+ tool functions.
You: "Find my health value in this Unity game — it's a float around 100"
AI: Scans for float 100.0 → finds 2,847 results
You: "I just took damage, health is now 85.5"
AI: Refines with DecreasedBy → narrows to 3 results → resolves pointer chain
→ adds to address table → freezes at 100.0
You: "Make a god mode script"
AI: Sets write breakpoint → identifies damage function → writes NOP patch
→ generates Auto Assembler script → validates it works
You: "What does the player structure look like?"
AI: Dissects memory around pointer → identifies Float fields (health, mana,
stamina), Int32 (level, XP), Pointer (inventory, position vector)
- Natural language game hacking — describe what you want, AI executes the workflow
- 50+ AI tool functions spanning memory, scanning, breakpoints, disassembly, scripting, pointer resolution
- Multi-provider — Anthropic Claude, OpenAI, Google Gemini, GitHub Copilot, OpenRouter, any OpenAI-compatible API
- Streaming responses with token tracking and cost estimation
- Safety controls — dangerous operations require approval, emergency rollback on process hang
- Value scanning — exact, range, increased/decreased/changed/unchanged, unknown initial value, array of bytes with wildcards
- 15 data types — Byte, Int16/32/64, UInt16/32/64, Float, Double, Pointer, String, WideString (UTF-16), ByteArray
- Auto-VirtualProtect — writes to read-only pages (code sections) succeed transparently
- Hex editor — inline byte editing, change highlighting, bookmarks, data inspector, search
- Batch write + memory fill — write multiple addresses at once, fill regions with byte patterns
- Freeze modes — exact, increment each tick, decrement each tick
- 4 breakpoint types — Hardware (DR0-DR3), Software (INT3), PAGE_GUARD, VEH agent
- Auto-fallback cascade — Hardware → VEH → PageGuard when DR slots exhausted
- VEH debugger — injected native agent DLL, bypasses anti-debug (no DebugActiveProcess)
- Stealth mode — DR register cloaking, PEB unlinking, NtGetThreadContext hook
- Conditional breakpoints — register compare, memory compare, hit count, Lua callbacks
- Break-and-trace — single-step N instructions collecting full register state
- Interactive stepping — step in / step over / step out / continue via VEH trap flag
- Process watchdog — auto-rollback if target becomes unresponsive after hook install
- x86/x64 — powered by Iced.Intel (more correct than CE's hand-rolled decoder)
- PDB symbol resolution — function names, source file + line number from debug symbols
- Signature generation — create unique AOB patterns with relocation-aware wildcarding
- Code cave engine — stealth JMP hooks with RIP-relative instruction relocation
- Auto Assembler — CE-compatible script engine (
[ENABLE]/[DISABLE],alloc,aobscanmodule,registersymbol,label,createthread, etc.) - Lua 5.2 (MoonSharp) — 175+ CE-compatible globals across 26 binding files
- CE form designer —
createForm,createButton,createEdit,createCheckBox, reactive data binding, dockable script panels - Mono/.NET introspection —
LaunchMonoDataCollector,mono_enumDomains,mono_findClass,mono_invoke_methodfor Unity game hacking - Speed hack — inline hooking of
timeGetTime,QueryPerformanceCounter,GetTickCount64with live multiplier adjustment
- Load/save .CT files — CE 7.5 XML format with round-trip fidelity
- Unknown element preservation — attributes and elements we don't understand are kept intact
- Pointer chains, scripts, groups, hotkeys, drop-down lists — all parsed and stored
- 3,085 automated tests — xUnit, CI on every push via GitHub Actions
- Session persistence — SQLite-backed save/load with crash recovery (auto-save + recovery.json)
- Plugin system — community plugin catalog with SHA256-verified downloads
- First-run wizard — guided onboarding for new users
┌──────────────────────────────────────────────────────────────┐
│ CEAISuite.Desktop │
│ WPF · 29 ViewModels · AvalonDock layout │
├──────────────────────────────────────────────────────────────┤
│ CEAISuite.Application │
│ AI AgentLoop (29 files) · 50+ AI Tools · Services │
├──────────────────┬──────────────┬────────────────────────────┤
│ Engine.Abstractions │ Engine.Lua │ AI.Contracts │
│ IEngineFacade etc. │ MoonSharp+CE │ Tool catalog │
├──────────────────┬──┴──────────────┴────────────────────────┤
│ Engine.Windows │ Persistence.Sqlite │ Domain │
│ P/Invoke · VEH │ Session storage │ Models · Crypto │
├──────────────────┴────────────────────┴──────────────────────┤
│ native/ (C DLLs) │
│ veh_agent.dll (~2,900 LOC) · mono_agent.dll (~700 LOC) │
└──────────────────────────────────────────────────────────────┘
8 managed projects + 2 native C agent DLLs. Clean architecture with dependency injection throughout. Every engine capability is abstracted behind an interface for testability.
- Windows 10/11 (x64)
- .NET 10 SDK
git clone https://github.com/deusversus/ceai.git
cd ceai
dotnet build
dotnet run --project src/CEAISuite.Desktop- Open Settings → configure an AI provider (GitHub Copilot sign-in, or paste an API key for Anthropic/OpenAI)
- Select a model from the dropdown
- Refresh the process list → select a target game
- Type in the chat: "Scan for my health value, it's currently 100"
dotnet test # 3,085 tests, ~70 secondsThis project was built in ~5 weeks by a solo developer using Claude as an AI pair programmer. See CE-PARITY.md for the honest feature comparison against Cheat Engine 7.5 and the development roadmap.
Honest numbers: We cover ~35-40% of CE 7.5's total feature surface (CE has 20 years of development). The core scan → find → freeze workflow works. The AI integration is something CE doesn't have at all.
What's next: 6 high-priority gaps that block core workflows, then power user features. See CE-PARITY.md for the full prioritized backlog with time estimates.
| Component | Technology |
|---|---|
| Runtime | .NET 10 |
| UI | WPF + AvalonDock |
| AI | Microsoft.Extensions.AI + custom AgentLoop |
| Disassembler | Iced.Intel |
| Assembler | Keystone Engine |
| Lua | MoonSharp (5.2) |
| MVVM | CommunityToolkit.Mvvm |
| Database | Microsoft.Data.Sqlite |
| Tests | xUnit (3,085 tests) |
| Native agents | C (MSVC / TCC) |
License TBD.
Built in 5 weeks with .NET 10, two native C agent DLLs, and an AI that does the memory reading for you.