HelpCrash from writing memory?

Posts 1–12 of 12 · Page 1 of 1
Crash from writing memory?
Okay I can hook to the game fine, and I get no detection or crash.

The second I write memory, for example if I write name tags (and it works fine I see red names of enemys) after like 1 minute the game crashes. This only happens when I write asm or memory.

any help?
Are you using ONLY memcpy?
Should I use virtual protect too?
When you ask me this way... YES!
You cant write into a protected memory area, you need to unprotect it, then re-protect it
Quote Originally Posted by Ch40zz-C0d3r View Post
When you ask me this way... YES!
You cant write into a protected memory area, you need to unprotect it, then re-protect it

It still crashes when I use virtual protect. How are people writing to this game?
Quote Originally Posted by Ch40zz-C0d3r View Post
When you ask me this way... YES!
You cant write into a protected memory area, you need to unprotect it, then re-protect it
If that segment of memory was write protected, the nametags would not have turned on. Meaning this is not the issue.
Are you sure it happens when you only write memory or asm? Because it might very well be your hook or detours.
Combat Arms client is kind enough to create a crashlog in the client folder each time Engine.exe crashes. It tells you usually directly what went wrong.
Damn i never knew that haha, i just create my own log to reference what went wrong. Thanks for the heads up .
Quote Originally Posted by HellSpider View Post
Combat Arms client is kind enough to create a crashlog in the client folder each time Engine.exe crashes. It tells you usually directly what went wrong.
Quote Originally Posted by Password77 View Post
Damn i never knew that haha, i just create my own log to reference what went wrong. Thanks for the heads up .
As I code my stuff in MASM it's a really nice thing, because the log gives the crash EIP and all register values so I can directly see what matters because the compiled code is the same as my source.
But i guess having own log is nicer when you want to know what exactly crashed you eh
Quote Originally Posted by HellSpider View Post
As I code my stuff in MASM it's a really nice thing, because the log gives the crash EIP and all register values so I can directly see what matters because the compiled code is the same as my source.
Quote Originally Posted by Password77 View Post
But i guess having own log is nicer when you want to know what exactly crashed you eh
Well I understand it in other languages (like C++ which the majority here uses) as it can be a bit troublesome to understand what the assembly as location X does, because it's made by the compiler.

But if I have lets say ERROR_ACCESS_VIOLATION (0xC0000005) and ESI = 0x1234 , EDI = some valid address, and at EIP there is an instruction MOVS BYTE PTR [EDI], BYTE PTR [ESI], I can figure out that ESI value is fucked up somewhere earlier and correct it almost instantly in my source as I'll just check the exact same code snippet in my source.

However, this kinda things only work if the crash is caused in your DLL. It can be a nuisance if the crash is happening somewhere at a completely random location.
Posts 1–12 of 12 · Page 1 of 1

Post a Reply

Similar Threads

Tags for this Thread

None

Need help?