After investigating the data the later proc_handle_aobscan() was actually comparing against I found all the read data to be 0, I've now commented out the call so I can print the values before they are dumped, before I add the sub loop with the 'fprintf( stderr ...' call I'd like to see if anyone can spot potential causes of this issue from the below code:
Code:
	while ( next_mapped( &ret, handle, *dump, &mapped )  )
	{
		tscan->done_upto = mapped.head;
		/* Not interested in unreadable memory */
		if ( (mapped.prot & prot) != prot )
			continue;
		
		/* Not interested in out of range memory */
		if ( mapped.foot <= tscan->from || mapped.head >= tscan->upto )
			continue;
		
		for (
			bytes = 0;
			bytes < mapped.size;
			bytes += size
		)
		{
			i = mapped.size - bytes;
			if ( i > DUMP_MAX_SIZE ) i = DUMP_MAX_SIZE;
			
			if ( gasp_thread_should_die(
				tscan->main_pipes, tscan->scan_pipes )
			)
			{
				tscan->ret = EXIT_FAILURE;
				return 0;
			}
			tscan->done_upto = mapped.head + bytes;
			
			/* Prevent unread memory from corrupting locations found */
			(void)memset( data, tscan->zero, i );
			
			if ( (size = proc_glance_data(
				NULL, handle, mapped.head, data, i )) <= 0 )
				break;
			
			if ( gasp_write( dump->data.fd, data, size ) != size )
			{
				ret = errno;
				ERRMSG( errno, "Failed to write glanced at data" );
				goto done;
			}
		
			if ( gasp_write( dump->used.fd, used, size ) != size )
			{
				ret = errno;
				ERRMSG( errno, "Failed to write used addresses" );
				goto done;
			}
			
			fsync( dump->used.fd );
			fsync( dump->data.fd );
		}
		
		if ( bytes ) {
			
			/* Make sure no more than applicable is read in future */
			mapped.size = bytes;
			
			/* Add the mapping to the list */
			if ( gasp_write(
				dump->info.fd, &mapped, sizeof(proc_mapped_t) )
				!= (ssize_t)sizeof(proc_mapped_t) )
			{
				ret = errno;
				ERRMSG( errno, "Failed to note region" );
				goto done;
			}
			++n;
		}
	}
In meantime I'm gonna start the bath, make another coffee and research alternative GUI libraries to map to instead of an OpenGL based one since OpenGL seems to be slow when running along side a game