Originally Posted by
CodeDemon
It doesn't matter if I use ASM or C, if I allocate 28979827482394678267892634782304282039842348709872 34 bytes of memory, I will still end up with bad things happening. In this case, both operations(to which you are referring to) are manipulating memory, just one is doing it correctly(not resulting in a crash) and the other is apparently not. If he were to patch the bytes in assembly, he would still crash.
The ingame function is like the first 5 lines of his code, and the memcpy function is located in the windows SDK.