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		| jgoemat Master Cheater
 
 ![]() Reputation: 23 
 Joined: 25 Sep 2011
 Posts: 264
 
 
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				|  Posted: Wed Feb 10, 2021 6:39 pm    Post subject: Can't allocate near, so far jump in x64? |   |  
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				| I've been getting some weird crashes occasionally in 7 days to die and tracked it down to it requiring a large jmp instruction.  My scripts expect 5 bytes are required, but this is what's generated: 
 
  	  | Code: |  	  | ItemValue:get_PercentUsesLeft - FF25 00000000 00008AB4C0010000 - jmp 1C0B48A0000 | 
 
 The game is using 8gb so I assume there's just not a place close to that function where it can allocate memory.  I haven't seen that before, seems to be a jmp to [rip+0] with the address after the jump?
 
 Just want to make sure I'm not doing anything wrong, and that I should assume the jump instructions take up 14 bytes, and there's not another way around it:
 
 
  	  | Code: |  	  | define(hook,"ItemValue:get_PercentUsesLeft") define(bytes,55 48 8B EC 48 83 EC 40)
 
 [enable]
 
 assert(hook, bytes)
 alloc(newmem,500, hook)
 
 // ... omitted code
 
 hook:
 jmp newmem
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 It looks like in the memory regions there are plenty of areas in range of a relative jump marked with no 'Allocation Protect', state 'Free', Protect 'No Access', Type '-' and it looks like 'newmem' was allocated in the middle of such a region (has regions like that on either side)
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		| Dark Byte Site Admin
 
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 Location: The netherlands
 
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				|  Posted: Wed Feb 10, 2021 9:00 pm    Post subject: |   |  
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				| look at the memory regions of ItemValue:get_PercentUsesLeft and check if there is free memory within a 2GB range of that address 
 but yes, if it's not possible you should expect a 14 byte jmp
 
 you will have to adjust the return jump to not use the label and nops, but the direct relative distance of the hook address to the first instruction that is not overwritten
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