Precision Game Memory Controller for Core Keeper & x64
GaimE is an ultra-fast, dockable game memory controller, live pointer scanner, and native cheat engine host. Engineered specifically for complex hybrid architectures including Unity DOTS Burst compilation and Mono Bleeding Edge runtimes.
Deploy GaimE to Your Machine
Everything you need to launch, modify, or extend GaimE. Packages include the standalone executable, runtime libraries, and curated tables.
Complete Release Suite
Contains the primary x64 executable, required WeifenLuo docking DLLs, application icons, 30+ bundled cheat tables, profiles, and the quickstart guide.
-
GaimE.exe(x64 Native) -
WeifenLuo.WinFormsUI.Docking*.dll - Curated
CheatTables/&Profiles/ -
HERMES_HANDOFF.mdtechnical docs
Standalone Binary
Targeted drop-in executable for existing installations. Note: Requires the WeifenLuo docking DLLs in the same execution folder.
- Direct compiled binary
- .NET Framework 4.8 compatible
- Embedded Win32 high-DPI manifest
- Fast startup and zero installer overhead
Full Source Archive
Complete development repository including all C# source files, Win32 interop wrappers, UI views, build scripts, and dependencies.
- Full C# 9 / Roslyn source tree
- Automated
build.bat& build tooling - WinForms DockPanel Suite integration
- Ready for Visual Studio or command-line build
Engineered for Deep Game Inspection
Unlike generic memory scanners that blindly inject or clobber memory, GaimE is built with architecture-aware inspection.
VS2015 Docking Architecture
Multi-panel interface powered by WeifenLuo DockPanel Suite. Float, pin, tab, and split windows for Process Attacher, Live Offsets, Cheat Tables, and Skills.
Safe Page Boundary Guards
Eliminates 0xC0000005 Access Violations. Checks VirtualQueryEx state before reading or writing to ensure target pages are committed and readable.
Cheat Engine Table (.CT) Parser
Directly loads community Cheat Tables (.CT XML), parses pointer offsets, multi-level pointer chains, and executes memory patches without requiring Cheat Engine installed.
Dual Mono & Burst Detection
Understands hybrid Unity architectures. Resolves mono-2.0-bdwgc.dll for managed assemblies alongside UnityPlayer.dll and native Burst structs.
Live Offset Pattern Scanner
Signature-based AOB scanning dynamically locates entity pointers across game patches, preventing broken hardcoded static offsets.
Automated Game Profiles
XML-driven profile system automatically loads game-specific views and offsets based on the attached process name (e.g. CoreKeeper.exe).
Core Keeper Hybrid Runtime Breakdown
Why traditional memory injection crashed and how GaimE bridges Mono Bleeding Edge and Unity DOTS ECS.
Holds UI, high-level control, menus, and official controller scripts in Pug.Other.dll.
Contains official methods: PlayerController.SetGodModeCreative, PlayerController.AddHunger.
Player health, hunger values, and movement structs are allocated inside dynamic ECS Chunks, NOT standard static C# objects.
Polling static offsets relative to UnityPlayer.dll dereferenced unallocated memory pages. Writing max int to hunger hit the UI layout anchor struct instead of ECS health, pushing the health bar off-screen.
Discovered Managed APIs in Pug.Other.dll
By analyzing the managed assemblies with IL disassembly, GaimE targets the authentic game logic functions rather than fragile pointer guessing:
Quickstart & Usage Guide
Follow these steps to safely run GaimE and control your target game process.
Extract Release ZIP
Extract GaimE-v1.0.0-Release.zip to any convenient folder on your Windows PC. Keep all DLLs in the folder.
Run as Administrator
Right-click GaimE.exe and select Run as administrator. Memory inspection requires standard debug privileges.
Attach Process
Launch your target game (e.g. Core Keeper). In GaimE, click Attach Process and pick CoreKeeper.exe.
Control & Scan
Enable God Mode, freeze hunger, modify inventory, or load custom Cheat Tables from the docked manager panels.
Hermes Agent Technical Handoff
Complete continuous architectural briefing formatted for seamless copy-pasting into Hermes or autonomous coding agents.
# GaimE (Game Automation & Intelligence Engine) — Hermes Handoff & Technical Briefing ## Executive Summary GaimE is a C# WinForms application with a Visual Studio 2015-style docking interface (WeifenLuo DockPanel Suite) designed as an advanced memory manipulation, cheat engine table runner, and realtime game controller. Its primary current target is Core Keeper (Unity 2022.3+ / Unity DOTS ECS with Burst Compilation and Mono Bleeding Edge runtime). --- ## 1. Project Directory Structure & Key Files - Root Directory: C:\Users\mbogd\.gemini\antigravity\scratch\GaimE\ - Executable Output: C:\Users\mbogd\.gemini\antigravity\scratch\GaimE\bin\GaimE.exe - Managed Dependencies (lib\ and bin\): - WeifenLuo.WinFormsUI.Docking.dll - WeifenLuo.WinFormsUI.Docking.ThemeVS2015.dll - Key Source Code Files (GaimEApp\): - MainForm.cs: Main IDE shell, DockPanel container, status bar, and toolbar. - NativeMethods.cs: Win32 API wrappers (OpenProcess, VirtualAllocEx, WriteProcessMemory, ReadProcessMemory, CreateRemoteThread, VirtualProtectEx). - ProcessAttacher.cs: Module scanning, process handle management, base address resolution for UnityPlayer.dll, mono-2.0-bdwgc.dll. - CoreKeeperHook.cs & CoreKeeperEngine.cs: High-level automation state, pointer scanning, and feature hooks. - CheatTableEngine.cs: Parser and memory patcher for Cheat Engine .CT XML tables. - LiveOffsetScannerView.cs: Real-time memory inspection, pattern scanning, and offset verification. - Views\CoreKeeperSurvivalView.cs: UI controls for God Mode, Infinite Food, Durability, Mining Damage. --- ## 2. Core Keeper Architecture: Mono Bleeding Edge vs. Unity DOTS Burst Core Keeper uses a hybrid runtime: 1. Mono Bleeding Edge (mono-2.0-bdwgc.dll): - Manages UI, menus, high-level game logic, and non-performance-critical systems. - Primary game logic assembly: Pug.Other.dll (located in CoreKeeper_Data\Managed\Pug.Other.dll). 2. Unity DOTS (Data-Oriented Technology Stack) + Burst Compiler: - Player entities, movement, vitality components, world generation, and combat run as pure unmanaged struct components inside ECS Chunks. - Native assemblies: lib_burst_generated.dll, UnityPlayer.dll. ### Critical Managed Internal Methods in Pug.Other.dll - God Mode / Creative Mode: PlayerController.SetGodModeCreative(bool active) - Invincibility: PlayerController.SetInvincibility(bool active) - Hunger / Satiety: PlayerController.AddHunger(int amount) and HungerSystem.Update() - Durability: ChangeDurabilitySystem.ApplyDamage(Entity entity, int amount) - Mining Damage: EntityUtility.GetDamageInfo(Entity miner, Entity target) --- ## 3. Pitfalls Encountered & Root Causes of Previous Bugs - Bug 1 (Game Crash on Attach / Read): Polling static offsets relative to UnityPlayer.dll dereferenced uncommitted virtual pages (PAGE_NOACCESS) in DOTS ECS dynamic chunk allocations. - Fix: Validate page state with VirtualQueryEx before every memory read. - Bug 2 (Infinite Food Clamped Health Bar Off-Screen): Writing max int into assumed hunger offset corrupted the Canvas UI layout anchor coordinates. - Fix: Target Pug.Other.dll!PlayerController.AddHunger instead of raw memory offsets. --- ## 4. Dependencies & Build Instructions - Platform: Windows x64 (.NET Framework 4.8 / Roslyn C# 9.0+) - Build Script: run build.bat at project root