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Posted

I was going to bring up the original xbox game save exploits, but after some reading I found those were cause by buffer underrun, not overrun. Two different worlds apparently.

Buffer underflow has to do with the speed of reading where the receiving end has to wait while the sending end continues sending. It doesn't cause an error condition or irregular behavior, just slowdowns.
Posted

Ya thats what I was reading. That cleared up my confusion of why the exploit would only work if the save was on an external drive, not the internal hard drive.

Posted (edited)

I saw something in JohnOne's first post. I'm just wondering if I'm right about this. He's returning a pointer to path but isn't path destroyed when the function returns?

LPWSTR __stdcall tmppath()
{
    LPWSTR path[MAX_PATH];

    if(GetTempPath(MAX_PATH, *path)){
        return *path;
    } else {
        return L"0";
    }
}
Edited by LaCastiglione
Posted

I saw something in JohnOne's first post. I'm just wondering if I'm right about this. He's returning a pointer to path but isn't path destroyed when the function returns?

LPWSTR __stdcall tmppath()
{
    LPWSTR path[MAX_PATH];

    if(GetTempPath(MAX_PATH, *path)){
        return *path;
    } else {
        return L"0";
    }
}
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