Skip to content

deusversus/ceai

Repository files navigation

CE AI Suite

CI codecov

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


What Is This?

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.

Demo Workflows

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)

Features

AI Agent

  • 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

Memory Analysis

  • 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

Breakpoints & Debugging

  • 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

Disassembly & Code Analysis

  • 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

Scripting

  • 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 designercreateForm, createButton, createEdit, createCheckBox, reactive data binding, dockable script panels
  • Mono/.NET introspectionLaunchMonoDataCollector, mono_enumDomains, mono_findClass, mono_invoke_method for Unity game hacking
  • Speed hack — inline hooking of timeGetTime, QueryPerformanceCounter, GetTickCount64 with live multiplier adjustment

Cheat Table Compatibility

  • 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

Infrastructure

  • 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

Architecture

┌──────────────────────────────────────────────────────────────┐
│                     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.


Getting Started

Prerequisites

Build & Run

git clone https://github.com/deusversus/ceai.git
cd ceai
dotnet build
dotnet run --project src/CEAISuite.Desktop

First Launch

  1. Open Settings → configure an AI provider (GitHub Copilot sign-in, or paste an API key for Anthropic/OpenAI)
  2. Select a model from the dropdown
  3. Refresh the process list → select a target game
  4. Type in the chat: "Scan for my health value, it's currently 100"

Run Tests

dotnet test    # 3,085 tests, ~70 seconds

Project Status & Roadmap

This 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.


Technology Stack

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

License TBD.


Built in 5 weeks with .NET 10, two native C agent DLLs, and an AI that does the memory reading for you.

About

A Cheat Engine-class memory analysis desktop application with an integrated AI operator.

Resources

Security policy

Stars

Watchers

Forks

Releases

No releases published

Packages

 
 
 

Contributors

Languages