There might be another way to detect it, though it might involve bit flags. So, even if you check for the module, you could still be constantly writing a trash value to them before the game has started or after it's ended. The variables you're hitting are in the same region as the script pointers, X/Y position, and other global information, and I assume they're handy, preallocated bytes in memory that can be put to any purpose. The mere fact that they're there doesn't necessarily mean the game is underway. The potential issue is that modules like this can be preloaded in memory or left hanging around. ![]() ![]() If I'm not mistaken, both of the Chinchirorin modules contain the string "chin_init_sub" near their start, which should be pretty unique. ![]() I've never investigated Chinchirorin, even though I find it annoying enough to want to cheat past it.
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