Solved 32-bit Loop Crash

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AlphaAnonymous

*Creating A Perfect World
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Hello guys!

As you might have seen through the chat board, I am facing a compatibility issue with 32-bit computers.

The DLL works perfectly fine on 64-bit computers.

It seems that the "while loops (infinity loops)" are causing the game the crash after injection (after about 10 seconds).

I have tried everything that I can think that, ranging from changing code build settings in VS, trying to rearrange the coding.

The end result is still the same.

If anyone knows a way to solve this problem, please post some information here.

As it will not only help me, but it could help others with the same question as well.
 

mambda

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post code, a loop wont crash the game unless something else youre doing is wrong
 

AlphaAnonymous

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A typical function code would look like this:

C++:
#define address 0x0
#define value 7

LPTSTR ModulGame = "[Game Client Name Here];


void DaffaNetWork(void *adr, void *ptr, int size) 
{
DWORD OldProtection;
VirtualProtect(adr,size,PAGE_EXECUTE_READWRITE, &OldProtection);
memcpy(adr,ptr,size);
VirtualProtect(adr,size,OldProtection, &OldProtection);
}

void Syucho(void *adr, void *ptr, int size)
{
unsigned long NewProtection;
VirtualProtect((void*)adr,size,PAGE_EXECUTE_READWRITE, &NewProtection);
memcpy((void*)adr,(const void*)ptr,size);
VirtualProtect((void*)adr,size,NewProtection, 0);
}

DWORD WINAPI Daffa(LPVOID param)
{
while (true)
  {
if (GetAsyncKeyState(VK_F3)&1) 
    {
MessageBeep(MB_ICONINFORMATION);
DWORD SyuchoNetWork, DaffaArrienda = 0;
DWORD dwDaffa = (DWORD)GetModuleHandleA(ModulGame);
if (dwDaffa > 0) {
SyuchoNetWork = dwDaffa + (DWORD)address;
Syucho((void *)(SyuchoNetWork),(void*)(PBYTE)"\x00\x00", 2);
    }
Sleep(100);
  }
}
I would then start the thread like this:
C++:
BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwDaffaNetWork, LPVOID lpReserved )
{
if(dwDaffaNetWork == DLL_PROCESS_ATTACH)
   {
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)Daffa, 0, 0, 0);
   }
return TRUE;
}
 
Last edited:

AlphaAnonymous

*Creating A Perfect World
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Whoops. I forgot to add it. Lol.

Sorry. I fixed the code.

But it is still causing the crash.
 

Rake

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Jan 21, 2014
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But it is still causing the crash.
Use CPP tags


1)Attach the visual studio debugger
2)when it crashes screenshot/copy and paste the error code
3)Copy and paste the section of code where the crash occured
4)Tell us which line the crash was on.
 

mambda

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youre also missing a curly place in Daffa to end it.

but def do what rake said
 

AlphaAnonymous

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Rake;42535 said:
Use CPP tags


1)Attach the visual studio debugger
2)when it crashes screenshot/copy and paste the error code
3)Copy and paste the section of code where the crash occured
4)Tell us which line the crash was on.
Hmm. I need to find out how to attach the debugger, because once the debugger attaches, the game crashes.
 

AlphaAnonymous

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Here is a status update:

On 32-bit, the crashes if these conditions are met:
1. You use LoadLibrary to inject the DLL file (the fix to this would be to manual map).
2. You start any loops/threads within the DLL (maybe checking to see if there is any illegal threads started?).
3. If you changed any values within the client start up (so like auto functions).

The only method of hacking that I have gotten successful on the 32-bit computer is External Hacks.

I tested out external hacks, and it seem to be working for the time being.

But, just a little off-topic question, with external hacks, is there much of a performance difference?
 

mambda

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Depends on what you're doing, and depends on how well written/optimized your code is.
 

Lukor

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You could try to use __debugbreak();
To make it possible to debug your dll right from the beginning. Just add it to the very beginning of your DllMain().

The game will "crash" to a "Do you want to attach the debugger" dialog. Select yes and open a new debugger session.
Maybe this will work.
 
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