ce-mcp
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| CE_MCP_HOST | No | Bridge host | 127.0.0.1 |
| CE_MCP_PORT | No | Bridge port (must match the Lua file) | 37712 |
| CE_MCP_TIMEOUT | No | HTTP timeout (s) — raise for long scans | 60 |
Capabilities
Features and capabilities supported by this server
| Capability | Details |
|---|---|
| tools | {
"listChanged": false
} |
| prompts | {
"listChanged": false
} |
| resources | {
"subscribe": false,
"listChanged": false
} |
| experimental | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| ce_statusA | Check the bridge is reachable and report the Cheat Engine version. |
| ce_versionA | Get Cheat Engine version, Lua version, and install directory. |
| ce_routesA | List every low-level route the in-CE bridge exposes (for debugging). |
| process_listA | List running processes (pid + name). Optionally substring- |
| process_attachA | Attach (open) a process by PID (int) or by executable name (e.g. 'game.exe'). Required before any scan / read / write. Returns pid, name, and whether the target is 64-bit. |
| process_detachA | Detach from the currently open process. |
| process_currentA | Report which process is currently attached, if any. |
| process_modulesA | List loaded modules (name, base address, size, path). Optional Module base addresses are the anchor for stable 'module+offset' pointers. |
| process_regionsA | Enumerate committed memory regions (base, size, protection flags). |
| memory_readB | Read a value from memory.
|
| memory_read_batchA | Read many addresses in one round trip.
|
| memory_writeA | Write a value to memory. type is one of: byte, 2byte/word, 4byte/int, 8byte/qword, float, double, string, aob, pointer. For aob, pass value as a hex string like 'AA BB CC'. |
| memory_dumpA | Hex-dump a region of memory (16 bytes/row, hex + ASCII). Max 64 KiB. |
| memory_allocB | Allocate executable memory in the target (for code caves). Optionally
|
| memory_freeC | Free memory previously allocated with |
| scan_firstA | Run a first scan over the attached process and return the match count.
|
| scan_nextB | Narrow the active scan (next scan). Same |
| scan_resultsA | Page through the current scan's matches (address + value). Max 1000/call. |
| scan_resetA | Discard the active scan and free its memory. |
| scan_aobB | Array-of-bytes pattern scan. |
| table_listA | List entries in the cheat table (id, description, address, value, frozen). |
| table_addA | Add an entry to the cheat table. |
| table_removeB | Remove a cheat-table entry by id. |
| table_set_valueC | Set the value of a cheat-table entry (writes it to the target). |
| table_freezeB | Freeze (or unfreeze) a cheat-table entry so its value is held constant. |
| table_enableC | Activate/deactivate an entry (e.g. an Auto Assembler 'script' entry). |
| table_hotkeyB | Bind a hotkey to an entry. |
| table_saveB | Save the current cheat table to a .CT file at |
| table_loadA | Load a .CT file. |
| table_clearA | Remove all entries from the cheat table. |
| pointer_resolveA | Resolve a multi-level pointer chain. Reads the pointer at |
| pointer_scanA | Start a pointer scan for |
| disassembleC | Disassemble |
| assembleA | Assemble a single instruction (e.g. 'mov eax,1') to bytes. |
| auto_assembleA | Run a Cheat Engine Auto Assembler script — the core of code-injection cheats (godmode, infinite ammo, etc.). Pass |
| find_what_writesB | Attach the debugger and collect the instructions that WRITE to
|
| find_what_accessesB | Collect instructions that READ OR WRITE |
| breakpointB | Set (or, with |
| mono_initA | Initialise Cheat Engine's Mono data collector (for Unity/Mono games).
Call once after attaching, before |
| mono_classesA | Enumerate Mono/Unity classes (namespace, name, class pointer). Optional
substring |
| speedhackA | Set the speedhack multiplier (1.0 = normal, 2.0 = double speed, 0.5 = half). Affects the game's perception of time. |
| lua_executeA | Escape hatch: run arbitrary Lua inside Cheat Engine and capture print output + return value. Use when no dedicated tool covers what you need. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
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