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Squalr | Game Hacking Tool Written in C#

Squalr is performant Memory Editing software that allows users to create and share cheats in their windows desktop games.

Squalr | Game Hacking Tool Written in C#

Squalr is performant Memory Editing software that allows users to create and share cheats in their windows desktop games. This includes memory scanning, pointers, x86/x64 assembly injection, and so on. 

Squalr achieves fast scans through multi-threading combined with SIMD instructions. See this article: SIMD in .NET. To take advantage of these gains, your CPU needs to have support for SSE, AVX, or AVX-512.


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You can find detailed documentation on the Wiki. There are three ways to use Squalr: 
  • Front end GUI 
  • Scripting API 
  • Back end NuGet packages 
Below is some brief documentation on the NuGet package APIs

Receiving Engine Output:

If using the NuGet packages, it is important to hook into the engine's output to receive logs of events. These are invaluable for diagnosing issues.

using Squalr.Engine.Logging;


// Receive logs from the engine
Logger.Subscribe(new EngineLogEvents());


class EngineLogEvents : ILoggerObserver
	public void OnLogEvent(LogLevel logLevel, string message, string innerMessage)

Attaching The Engine

using Squalr.Engine.OS;

IEnumerable<Process> processes = Processes.Default.GetProcesses();

// Pick a process. For this example, we are just grabbing the first one.
Process process = processes.FirstOrDefault();

Processes.Default.OpenedProcess = process;

Manipulating Memory:

using Squalr.Engine.Memory;


Allocator.Alloc(address, 256);
IEnumerable<NormalizedRegion> regions = Query.GetVirtualPages(requiredProtection, excludedProtection, allowedTypes, startAddress, endAddress);
IEnumerable<NormalizedModule> modules = Query.GetModules();


Squalr can assemble and disassemble x86/x64 instructions, leveraging NASM.

using Squalr.Engine.Architecture;
using Squalr.Engine.Architecture.Assemblers;


// Perform assembly
AssemblerResult result = Assembler.Default.Assemble(assembly: "mov eax, 5", isProcess32Bit: true, baseAddress: 0x10000);

Console.WriteLine(BitConverter.ToString(result.Bytes).Replace("-", " "));

// Disassemble the result (we will get the same instructions back)
Instruction[] instructions = Disassembler.Default.Disassemble(bytes: result.Bytes, isProcess32Bit: true, baseAddress: 0x10000);



Squalr has an API for performing high performance memory scanning:

using Squalr.Engine.Scanning;
using Squalr.Engine.Scanning.Scanners;
using Squalr.Engine.Scanning.Scanners.Constraints;
using Squalr.Engine.Scanning.Snapshots;


DataType dataType = DataType.Int32;

// Collect values
TrackableTask<Snapshot> valueCollectorTask = ValueCollector.CollectValues(
	SnapshotManager.GetSnapshot(Snapshot.SnapshotRetrievalMode.FromActiveSnapshotOrPrefilter, dataType));

// Perform manual scan on value collection complete
valueCollectorTask.CompletedCallback += ((completedValueCollection) =>
	Snapshot snapshot = completedValueCollection.Result;
	// Constraints
	ScanConstraintCollection scanConstraints = new ScanConstraintCollection();
	scanConstraints.AddConstraint(new ScanConstraint(ScanConstraint.ConstraintType.Equal, 25));

	TrackableTask<Snapshot> scanTask = ManualScanner.Scan(

for (UInt64 index = 0; index < snapshot.ElementCount; index++)
	SnapshotElementIndexer element = snapshot[index];

	Object currentValue = element.HasCurrentValue() ? element.LoadCurrentValue() : null;
	Object previousValue = element.HasPreviousValue() ? element.LoadPreviousValue() : null;


// Example: Tracing write events on a float
BreakpointSize size = Debugger.Default.SizeToBreakpointSize(sizeof(float));
CancellationTokenSource cancellationTokenSource = Debugger.Default.FindWhatWrites(0x10000, size, this.CodeTraceEvent);


// When finished, cancel the instruction collection


private void CodeTraceEvent(CodeTraceInfo codeTraceInfo)

Recommended Visual Studio Extensions

XAML FormatterXAML should be run through this formatter
StyleCopStyleCop to enforce code conventions. Note that we deviate on some standard conventions. We use the full type name for variables (ex Int32 rather than int). The reasoning is that this is a memory editor, so we prefer to use the type name that is most explicit to avoid coding mistakes.


In order to compile Squalr, you should only need Visual Studio 2017. This should be up to date, we frequently update Squalr to use the latest version of the .NET framework. Here are the important 3rd party libraries that this project uses:

EasyHookManaged/Unmanaged API Hooking
SharpDisasmUdis86 Assembler Ported to C#
CsScriptC# Scripting Library
AvalonEditCode Editing Library
SharpDXDirectX Wrapper
CLRMD.NET Application Inspection Library
AvalonDockDocking Library
LiveChartsWPF Charts

Planned Features

AsmJitx86/x64 AssemblerReplace FASM, improve scripting drastically
AsmJitx86/x64 AssemblerOriginal C++ project. May port/interop this if the above version does not work (Neither may fully work, and something custom may be needed)
WpfHexEditorControlHex EditorHex editor / Memory Hex Editor
OpenTKOpenGL WrapperGraphics Injection
SharpDXDirectX WrapperGraphics Injection (Currently using SharpDX just for input)
SharpPCapPacket CapturePacket Editor
Packet.NetPacket CapturePacket Editor



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Crackcodes.in: Squalr | Game Hacking Tool Written in C#
Squalr | Game Hacking Tool Written in C#
Squalr is performant Memory Editing software that allows users to create and share cheats in their windows desktop games.
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