I've got a strange bug on memory reading when I close my AppGameKit tier2 game.
This bug is seems to show after this part
// Called when the app ends
void app::End ( void )
{
agk::DeleteAllSprites();
agk::DeleteAllImages();
}
This is disassembled code of the bug:
AGK::cHashedList<AGK::cSprite>::GetFirst:
0110FCF0 push esi
0110FCF1 mov esi,ecx
0110FCF3 xor eax,eax
0110FCF5 push edi
0110FCF6 mov edx,dword ptr [esi]
0110FCF8 mov dword ptr [esi+8],0
0110FCFF mov dword ptr [esi+0Ch],0
0110FD06 test edx,edx
0110FD08 je AGK::cHashedList<AGK::cSprite>::GetFirst+2Dh (110FD1Dh)
0110FD0A mov edi,dword ptr [esi+4]
0110FD0D mov ecx,edi
0110FD0F nop
0110FD10 cmp dword ptr [ecx],0
0110FD13 jne AGK::cHashedList<AGK::cSprite>::GetFirst+32h (110FD22h)
0110FD15 inc eax
0110FD16 add ecx,4
0110FD19 cmp eax,edx
0110FD1B jb AGK::cHashedList<AGK::cSprite>::GetFirst+20h (110FD10h)
0110FD1D pop edi
0110FD1E xor eax,eax
0110FD20 pop esi
0110FD21 ret
0110FD22 mov eax,dword ptr [edi+eax*4]
0110FD25 mov dword ptr [esi+8],eax
0110FD28 pop edi
0110FD29 pop esi
0110FD2A mov eax,dword ptr [eax+8] // <- here program stoped
What can it be?