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Memory address for BlueStacks running CandyCrush
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gabarito
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PostPosted: Tue Sep 03, 2013 3:04 pm    Post subject: Memory address for BlueStacks running CandyCrush Reply with quote

Hi.

I'm trying to find out the system process or memory address to change values of Candy Crush inside BlueStacks.

I've searched about it, but only got results about the game running with Crome or Firefox, not an emulation, like BlueStacks.

I've tried searching Physical Memory, using New and Next Scan, as described in Tutorial, but no address worked.

I've tried changing settings to search inside memory region types, like MEM_MAPPED, using Windows and Kernel Mode Debugger and also using Query Memory Region Routines and Read/Write Process Memory.

I've also tried opening BlueStacks processes, like HD-Agent, HD-Frontend, HD-Sharedolder, HD-BlockDevice, HD-Network, HD-Service and HD-Adb.

None of above worked, unfortunately. Sad

So, someone could point the right direction to me and warning what I'm doing wrong?

Thx.

----------------------


Updating:

After more tries, I could find two address, one for number of moves and the other, for points.

They are:
Code:
486C4B70
486C4B74


But I have a problem: when I change the value, it changes quickly and come back to the old value. At game screen, the value blinks, but don't change.

If I tick checkbox under Active column, the value at game screen keeps blinking, nonstop, but showing the old value... Mad

So, is there a way to change, for real, the value, not just blinking? What is wrong? The worst part, I'd already achieve, i.e., find the address.

Any tip?



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SF
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PostPosted: Tue Sep 03, 2013 7:58 pm    Post subject: Reply with quote

Candy crush stores its data server sided. You're editing client-sided data, then the server is forcing the game to change back to the data it has on its end.
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gabarito
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PostPosted: Tue Sep 03, 2013 8:45 pm    Post subject: Reply with quote

SF wrote:
Candy crush stores its data server sided. You're editing client-sided data, then the server is forcing the game to change back to the data it has on its end.


Oh, my...

I'm using the game without any kind of connection with Facebook, just playing standalone. If I close my Internet connection this can force the change of the values? What do you recommend?

Anyway, thanks for clarifying a bit more.
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gabarito
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PostPosted: Wed Sep 04, 2013 5:07 am    Post subject: Reply with quote

Updating...

I closed Internet connection, but the behaviour is the same: value in the game blinks, but do not change...

I guess that the reason is not because server is keeping the old value. If so, new value would be visible for just fraction of seconds, but only the old value blinks. And Internet connection is completely closed. No way.

Also:
I'm keeping the previous levels and lifes by saving these two files:
C:\Documents and Settings\All Users\Application Data\BlueStacks\Android\Data.sparsefs\Store
and
C:\Documents and Settings\All Users\Application Data\BlueStacks\Android\SDCard.sparsefs\Store

I found out that levels, waiting time for next life and lives are stored there.

Any suggestion about how to change, for real, the values in the game using CE?
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gabarito
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PostPosted: Wed Sep 04, 2013 1:21 pm    Post subject: Reply with quote

Following the track at how to hack Candy Crush, standalone (offline) style, using BlueStacks.

Yes, I have the address. It's possible by enabling MEM_MAPPED, Kernel Mode Debugger, Query Memory Region Routines and Read/Write Process Memory checkboxes, at program settings. Also, clearing Fast Scan checkbox, at Main window.

When I try to change the value, it just blink at the game screen, without change. Almost there...

I also tried to monitor "Find out what accesses this address" and "Find out what writes to this address", with context menu, but none results.

It's very frustrating because it looks like it's very close... but not yet.

So, I would appreciate very much some advice from an experienced user.
Rolling Eyes

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Zaladine
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PostPosted: Thu Sep 05, 2013 2:47 pm    Post subject: Reply with quote

Try to hack it the other way around...

For example:
- Stage 1, Available moves is 20 ........ then search for 20 (4 bytes integer)
- Stage 2, Available moves is 50 ........ then filter for 50
- Stage 3, Available moves is 25 ........ then filter for 25
- Stage 4, Available moves is 80 ........ then filter for 80

You'll likely find 1 or 2 addresses... Just freeze them to, let's say, 250. Then for the next stages you'll have 250 moves available...

Then, maybe, we could find other hacks from here...

I am hacking it also on BlueStacks recently, so it should be works well for everyone...



: EDIT :


There's another way to hack it: Search how many move we've made, instead of how many moves left.
I just try it, and it works... Once you found the address, just reset it to ZERO...



zaladine_gamehacking_-_bluestacks__candy_crush_saga.jpg
 Description:
BlueStacks Candy Crush Saga - Movements Limit Hack
 Filesize:  191.22 KB
 Viewed:  95583 Time(s)

zaladine_gamehacking_-_bluestacks__candy_crush_saga.jpg


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gabarito
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PostPosted: Thu Sep 05, 2013 4:44 pm    Post subject: Reply with quote

Zaladine, my friend, you're a genious! Very Happy.

I was trying all kinds of ways to change the number of moves, without success. And here, just SF said some tip, but it didn't work.

First, I tried your tip to freeze the number of the moves and go to next level. It doesn't work. The same behaviour happens: the value keeps blinking all the time, but don't change...

So, I was hopeless about your next tip: freeze the number of moves made.

But wait! It works! It works like a charm! Very Happy Laughing Very Happy Laughing

We have to remember that, when the level is complete, quickly we must to unfreeze the memory, so the game can decrease the moves to zero and go ahead, finishing the level.

Zaladine, many thanks!
If you find out another way to deal with that, please feel free to share the tip, mate.


Last edited by gabarito on Thu Sep 05, 2013 5:47 pm; edited 1 time in total
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Zaladine
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PostPosted: Thu Sep 05, 2013 5:19 pm    Post subject: Reply with quote

Don't freeze the address then. Instead, use CE Hotkey on it so we can reset its value to 0 in a single combo-key-pressed...
In the screen shot below, i used ALT+0 to reset it to 0...

Also, please notice that i use GroupScan Command to find the address immediately...

More info about both CE features (groupscan command and hotkey) are within CE helpfile...



zaladine_gamehacking_-_bluestacks__candy_crush_saga__ce_hotkey.jpg
 Description:
Utilize CE Hotkey to reset address value to 0
 Filesize:  344.13 KB
 Viewed:  95574 Time(s)

zaladine_gamehacking_-_bluestacks__candy_crush_saga__ce_hotkey.jpg


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gabarito
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PostPosted: Thu Sep 05, 2013 5:36 pm    Post subject: Reply with quote

Good to know about CE hotkeys. I'll use them, so.
And I'll read and learn more about GroupScan command and use it too.

Wonderful tool, this CheatEngine.
How could I live until now without know about it???
Cool






EDIT:

In your example, you put 4 bytes for 2, 4 bytes for 16 and float value to -1.
May you explain that?
2 and 16 are moves/moves made?
What is -1?

Hotkey is fine. I do know how to set it.



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Zaladine
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PostPosted: Thu Sep 05, 2013 8:48 pm    Post subject: Reply with quote

Sorry for late reply... It was 4AM already here in Indonesia...

gabarito wrote:
In your example, you put 4 bytes for 2, 4 bytes for 16 and float value to -1.
May you explain that?
2 and 16 are moves/moves made?
What is -1?.

Yes... 2 is moves made and 16 is moves limit. The float -1 is a constant (i don't know what's the purpose yet)...
Since the game stores those value in particular order, then we can gain advantage in searching the address with GroupScan mode instead the normal one. This will greatly reduce filtering later...

Also, i've just played it again, and it turns out that movement address is not static. So, we may need to keep searching the address on each stages...
We know that looking for a working pointer is quite useless since BlueStacks kind of 'hides' its real process that we have to hack it via Physical Memory. Also, debuging any address (by applying 'find out what access this address') is not a very good idea...
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gabarito
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PostPosted: Fri Sep 06, 2013 8:11 am    Post subject: Reply with quote

Zaladine wrote:
Sorry for late reply... It was 4AM already here in Indonesia...
Yes... 2 is moves made and 16 is moves limit. The float -1 is a constant (i don't know what's the purpose yet)...
Since the game stores those value in particular order, then we can gain advantage in searching the address with GroupScan mode instead the normal one. This will greatly reduce filtering later...


I can't find using GroupScan. All my tries results in a bunch of address in red...
What do I missing?

Zaladine wrote:

Also, i've just played it again, and it turns out that movement address is not static. So, we may need to keep searching the address on each stages...
We know that looking for a working pointer is quite useless since BlueStacks kind of 'hides' its real process that we have to hack it via Physical Memory. Also, debuging any address (by applying 'find out what access this address') is not a very good idea...


I hope you can find out another way.

The good of this thread is that more CCrush users can know about this tips.

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Zaladine
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PostPosted: Fri Sep 06, 2013 11:51 am    Post subject: Reply with quote

gabarito wrote:
I can't find using GroupScan. All my tries results in a bunch of address in red...
What do I missing?

I don't think you're missing something cause its default color is red. The same happens in my CE...
Just keep filtering with those found addresses. Not to worry: the filtering would be very much quick till you find the right address (in most cases you'll need 1 Initial GroupScan, followed by 1 GroupScan filtering)...


gabarito wrote:
I hope you can find out another way.

I'm not sure if there is another way (specifically debugging):
1. We're hacking through physical memory.
2. BlueStacks is pretty much an emulator, and it's been always their nature that every/almost all values are pipe-lined via single/few codes...

So, for now there is not much option (my knowledge still limited however) but to keep searching the new address for movement and move limits...


gabarito wrote:
The good of this thread is that more CCrush users can know about this tips.

It could also be the point for its developer to patch the game...
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gabarito
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PostPosted: Fri Sep 20, 2013 10:32 am    Post subject: Reply with quote

Hi, Zaladine.

I got a new challenge: some levels of the game requires a given time to do the tasks. I'm stuck in a level, 121, and can't go further.

How to cheat that level? It gives 90 seconds and display 1:30. How to increase this amount? Is this a float value? Or Double? How to get it, as it changes all the time?
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Zaladine
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PostPosted: Fri Sep 20, 2013 11:48 am    Post subject: Reply with quote

I thought you'd never ask... This was done right after i post the 2nd screenshot...

Timer is in float data-type, stored as seconds... Wink























SPOILER CLUE

Please re-observe my 2nd screen shot (the one with hotkeys window), and focus on the table:
- n moves = 0x59D9D2B4
- movement limit = 0x59D9D2B8
- constant = 0x59D9D2BC

TRUTH #1: constant in the table WAS actually time limit (float)...

TRUTH #2:
- In movement limited stages, time limit = -1
- In time limited stages, movement limit = -1

TRUTH #3:
- Player time elapsed timer value stored RIGHT AFTER time limit...

So in conclusion, assume that the table in the picture is actual address:
- 0x59D9D2B4 = n moves (4 bytes)
- 0x59D9D2B8 = movement limit (4 bytes)
- 0x59D9D2BC = time limit (float)
- 0x59D9D2C0 = elapsed time (float)

Then in regard of timer, we'll have 2 options:
- Increase the time limit value (e.g.: 3600 float = 1 hour)
- Place hotkey in elapsed time address so we can reset it to zero anytime...

Hope this helps...




Edit:
Sorry... Forgot to answer a question...

gabarito wrote:
How to get it, as it changes all the time?

By observing values around addresses we have found...
Make habbit to 'eye-scanning' around found addresses in the memory dump. It is likely for vital values to reside there... Good thing is both CE and MHS mark changing values (in memory dump window) so it visually obvious.

In our case here, i kept the memory dump around movement limit opened while playing. So when the timer stages came up, the elapsed timer was keep 'flashing', attracted me to examine it further...
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gabarito
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PostPosted: Fri Sep 20, 2013 12:27 pm    Post subject: Reply with quote

Almost there.

Some questions:
1 - What do you mean with Player time elapsed timer value stored RIGHT AFTER time limit? 0x59D9D2C0 is not the right after 0x59D9D2BC. I thought it was 0x59D9D2BD.
And, if so, you mean I have to add address manually, pressing corresponding button?

2 - At present stage, I have no moves limit nor moves made. How to use GroupScan? I have just Time Limit.

3 - What do you mean about Memory Dump? Is it Memovy View button? If so, the window shows just "????" values.

4 - Do I have to press First Scan and Next (filtering) using wich values?

Thx for patience.
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