Hmm, well, I guess I could add it, however... There would be a good chance that it would overwrite memory it shouldn't, which would crash the game. Essentially, a memoryWriteString() would do just what you've written.
The problem with writing a string like that is that when a string is declared, it only reserves enough space for how many bytes it needs. In C, you would do something like:
Code: Select all
char mystr[] = "This is a string";
or
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char *mystr = new char[32];
strcpy(mystr, "This is a string");
delete mystr;
If the game uses the first method, then the string you write can contain no more than 16 characters (excluding NULL terminator). If the second method is used, then it can contain no more than 31 characters (with NULL terminator). Once this boundary is stepped beyond...expect hell to be raised. And, worst of all, there is, as far as I know, no way to determine the reserved size of the string. The best you could do is go by NULL terminator, but that's not always the case.
Because of this limitation, I have not written a function to do this. It's only real purpose would be to patch memory. And at that rate, you'd want to use memoryWriteByte/memoryWriteBytePtr anyways, as it seems more logical.