If the strings or the assembly code being patched in is too long, it will lead to unusual behavior or game crashes. ## Planned solution - [ ] Add an additional assembly function that performs a sanity check to ensure there are enough null bytes to write all the strings/machine code bytes. - [ ] Add a conditional to the final pnach that only writes the bytes if the sanity check passed.
If the strings or the assembly code being patched in is too long, it will lead to unusual behavior or game crashes.
Planned solution