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only byte patterns you could really use are mov <register>, [<value>] and then check if the value is within the exe, or in another memory area... and even then memory access stuff will be handled by the compiler for the game (which will probably be high level) and some compilers do some really strange stuff..
better way would be to 'walk the memory using VirtualQuery (if you're 'inside' the process) or VirtualQueryEx and check the data returned to see what type of memory it is (image, mem mapped, reserved, allocated or whatnot).. then you could process further
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