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Is it possible to map error message to memory location?

 
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rain-13
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PostPosted: Tue Oct 06, 2020 12:14 pm    Post subject: Is it possible to map error message to memory location? Reply with quote

Hi!

When I manipulate with game using CE, the game sometimes crashes with error message:

ERROR

count.c(1): 101 5

To me this count.c looks like name of some C source file. Is it possible somehow to locate this file in memory to see what it's trying to count?



error.PNG
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 Viewed:  1053 Time(s)

error.PNG


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ByTransient
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PostPosted: Tue Oct 06, 2020 2:27 pm    Post subject: Reply with quote

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community.broadcom.
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/symantecenterprise/communities/community-home/librarydocuments/viewdocument?DocumentKey=82da0cae-8efa-4830-bb32-7f52f0a22402&CommunityKey=ef59d715-7ea1-41c6-97f3-dd1bcc10d0c3&tab=librarydocuments
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atom0s
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PostPosted: Tue Oct 06, 2020 3:25 pm    Post subject: Reply with quote

C is a compiled language, so the actual source won't reside in memory. You can use a debugger/disassembler to trace where the message is from and debug what it is doing to get an idea as to what is causing the crash though.

A tool such as IDA or Ghidra would work well for this.
The message is more than likely in the format of something like these:

"count.c (1) %d %d"
"count.c (%d) %d %d"

You can use IDA/Ghidra to look for the string reference like this and find where it's used to directly.

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