unknown bugcheck: bugcheck ef. parameters = 0xffffaf036df21080, 0x0, 0x0, 0x0.

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This is an unknown bugcheck that was found by my colleague, as reported here.

The main reason for the bugcheck is that the bugcheck can’t be turned into a message, or even a message. If you are logged into the game, your game will be killed when the bugcheck is turned into a message.

Our code checks the length of a variable to see if it’s a valid size, then checks if the type of the variable is known, and if it is, it will create a message that contains the variable’s value. We could have just created a message for the variables, but this way, the bugcheck works.

We could have just made the bugcheck a normal message, but it works if you are logged into the game. Now we are screwed. We don’t have any idea what would have caused this. It could have been a bug that we didn’t catch or something in the code itself, or it could have been something that was in the game before the bugcheck was turned into a message. It doesn’t really matter.

If you are not logged into the game, then you are fine. If you are logged in, then you need to log-in to get the bugcheck.

What happens if you are not logged into the game? This is what we should be asking ourselves. We cannot expect to have a bugcheck for a game that we are not even playing. And even if we do get the bugcheck, we can never be sure if it is legitimate or not.

Just like any other bugcheck, the bugcheck is valid for every game. Its what makes the game tick. It’s what allows us to play it.

We should not be giving away our bugs to a game where all things are fine. It’s just a way of letting people know we’re free.

Bugchecks and bugflags are two different things. A bugcheck is an information about a possible attack. But a bugflag is a flag that a player can request something to mean that an attack by an enemy has a better chance of succeeding than if the player’s own attack had succeeded. It isn’t a bugcheck. Instead, it is a flag that can be used to mark a game as broken.

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