I agree with Floyd, it really should be caught in debug mode. Perhaps it's not because there are no pointers in Blitz3D and this presents a way for people to hack in memory access if they need it, but I can't help thinking that should be done via a DLL or something if it's truly required.
After all, there's a reason a lot of people choose Blitz languages over C/C++ and one of those is not having unpredictable pointer crashes.
Anyway, glad you found it.
After all, there's a reason a lot of people choose Blitz languages over C/C++ and one of those is not having unpredictable pointer crashes.
Anyway, glad you found it.