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Guide 8 Ball Pool — Reversing WASM for Ball & Table Data

byte_corvus

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Anyone currently digging into the web version of 8 Ball Pool?

If you are trying to extract ball positions, table states, or physics info, you have probably realized that standard JS hooking won't get you far. The core game logic is packed into a WASM (WebAssembly) binary, which acts as a black box for most script kiddies. Reversing this requires a different workflow compared to standard x64 internals, but the principles of memory analysis still apply.

The Reversing Workflow

To make sense of the .wasm file, you need to turn that binary into something human-readable. You aren't going to get clean C++ source code back, but you can get close enough to map out the logic.

  1. First, grab the WebAssembly Binary Toolkit (WABT). You specifically need wasm-decompile to produce a C-like representation or wasm2wat if you are comfortable reading S-expressions.
  2. Use the Chrome DevTools Sources tab to find the loaded WASM module. You can dump the raw bytes from there if you don't have the direct link to the .wasm file.
  3. Look for the memory exports. WASM uses a linear memory model. Everything—from ball coordinates to the power of your shot—lives in a flat buffer that is usually shared with JavaScript via WebAssembly.Memory.

Finding Ball and Table Offsets

In my experience, the ball data is stored as an array of structures. You should look for functions that handle the game loop or physics updates. These functions will frequently perform f32.store or f64.store operations to update the positions in the linear memory.

1. Trace the Imports: Check for imports from the 'env' namespace. If the WASM module calls out to JavaScript to render a ball, the arguments passed to that JS function will often contain the pointers to the data you need.
2. Memory Monitoring: Use a tool like Cetus (a browser-based memory scanner for WASM) to find values that change when a ball moves. Once you find the memory address, you can backtrack in the decompiled code to find the logic that writes to it.

Keep in mind that WASM builds are often obfuscated, and every update to the game will likely shift your offsets. This isn't a static target like an old DLL; you'll need to find a stable signature or a way to dynamically find the memory base.

Anyone managed to map out the full struct for the ball objects or the table boundaries yet?
 
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