The Surge

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Gvaz
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Re: The Surge

Post by Gvaz »

I am also interested in this

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

Danger_D
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Re: The Surge

Post by Danger_D »

Any news jet?

BTW: searching for "The Surge" shows some strange behavior in the forum...
When i type "The Surge" or just "Surge" into search, I'll get an endless pending icon with no search results ever appearing. Anything else (linke "Frostpunk") works as usual. Tested with Firefox and Opera on 2 different laptops each...

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ashuraman
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Re: The Surge

Post by ashuraman »

I'm going to assume this doesn't work with update 15. Am i correct?

Gakkajj
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Re: The Surge

Post by Gakkajj »

only the unlimited health stamina energy works. I would like an updated table with all the effects working but those three do help.

Vena
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Re: The Surge

Post by Vena »

Hi all,

I am trying to update the table by @Zanzer for the Minimum Health, but I admit I am over my head.
Anyone can point me to a quick tutorial on how I can update the player pointer/base address and how find the correct address?

V

Vena
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Re: The Surge

Post by Vena »

Freeze Max xxx all work fine, but the "Get pointer (->play)" does not do anything. I can not activate it (i assume activating it will run a script to try to locate the base address).

Thanks, for any help in advance,
V

Vena
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Re: The Surge

Post by Vena »

After some cut and paste from multiple tables, I managed to get one fully working with my Origin copy (CreoTech.Exosoft v12.991 | TheSurge.exe 21-11-1018 10:10)

I am still not able to edit the components since the sig used to located has changed. I will keep playing around with it, and I post it here if I mange to fix that.

NONE of the work in these cheat tables is mine, all I did was grab them from multiple sources and reorganized it. So my thanks to the people that actually did the work.

V
Attachments
TheSurge V.CT
The last section (components) do not work
(89.29 KiB) Downloaded 1101 times

LeTroglodyte
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Re: The Surge

Post by LeTroglodyte »

Thanks for your work, Vena. It's working great on Steam.
Hope you'll find how to edit the components !

I don't know the tariff, but I'm ready to give money for a free cam and the possibility to choose the NG+.

Danger_D
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Re: The Surge

Post by Danger_D »

Thanks for the update, it works great with Steam Version and all DLC activated.

The only thing I could not get to work is "Infinite Componentes". But its not realy a problem as you can easily farm enough to hack them manually...

chrisreddot3
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Re: The Surge

Post by chrisreddot3 »

update pls

chrisreddot3
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Re: The Surge

Post by chrisreddot3 »

Kalas wrote:
Tue May 16, 2017 11:33 am
..
Pls update for last steam version

Zanzer
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Re: The Surge

Post by Zanzer »

I've updated my table. Not sure if it works with all the DLC (I have none).

Chronix
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Re: The Surge

Post by Chronix »

Hey any word on the item swapping or something of that kind?

delukard
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Re: The Surge

Post by delukard »

any trainer for windows 10 version?

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fearless123456
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Re: The Surge

Post by fearless123456 »

Rudimentary Item Swapper
Note: only works in implants and gear screens. Tested on patch 15 only.

0. Make a backup of your savegame!!!!!
1. Mouse over an item you want to duplicate
2. Note down their ID pointer (this changes each time you reload the game)
3. Mouse over an item you don't want
4. Change their ID to an item you want (you can change gears into implants, weapons etc and vice versa)

If you want to get the rest of item IDs
1. Enable Get Item Array
2. Right Click on Item 0 and select browse memory region
3. Make sure to display as 8 byte hex (Ctrl+7) for easy viewing and copying

Tips:
- The ID pointer for an implant's next version is usually next to or near it in the array
- Be careful adding quest items (might break your game)
- DLC items are usually near the end of the array
- Some ID pointers don't work and will crash your game
Spoiler

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>156</ID>
      <Description>"Get Item Id (Mouse Over)"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : TheSurge.exe
  Version: 
  Date   : 2019-10-06
  Author : 0

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(INJECT,TheSurge.exe,48 8B 41 48 48 85 C0 74 05) // should be unique
alloc(newmem,$1000,"TheSurge.exe"+3B93C0)
globalalloc(item1,4)

label(code)
label(return)

newmem:

code:
 mov rax,item1
 mov [rax],rcx


  mov rax,[rcx+48]
  test rax,rax
  jmp return

INJECT:
  jmp newmem
  nop 2
return:
registersymbol(INJECT)

[DISABLE]

INJECT:
  db 48 8B 41 48 48 85 C0

unregistersymbol(INJECT)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "TheSurge.exe"+3B93C0

"TheSurge.exe"+3B93B6: CC                       -  int 3 
"TheSurge.exe"+3B93B7: CC                       -  int 3 
"TheSurge.exe"+3B93B8: CC                       -  int 3 
"TheSurge.exe"+3B93B9: CC                       -  int 3 
"TheSurge.exe"+3B93BA: CC                       -  int 3 
"TheSurge.exe"+3B93BB: CC                       -  int 3 
"TheSurge.exe"+3B93BC: CC                       -  int 3 
"TheSurge.exe"+3B93BD: CC                       -  int 3 
"TheSurge.exe"+3B93BE: CC                       -  int 3 
"TheSurge.exe"+3B93BF: CC                       -  int 3 
// ---------- INJECTING HERE ----------
"TheSurge.exe"+3B93C0: 48 8B 41 48              -  mov rax,[rcx+48]
"TheSurge.exe"+3B93C4: 48 85 C0                 -  test rax,rax
// ---------- DONE INJECTING  ----------
"TheSurge.exe"+3B93C7: 74 05                    -  je TheSurge.exe+3B93CE
"TheSurge.exe"+3B93C9: 48 83 C0 28              -  add rax,28
"TheSurge.exe"+3B93CD: C3                       -  ret 
"TheSurge.exe"+3B93CE: 48 8D 05 A7 80 E3 13     -  lea rax,[TheSurge.exe+141F147C]
"TheSurge.exe"+3B93D5: C3                       -  ret 
"TheSurge.exe"+3B93D6: CC                       -  int 3 
"TheSurge.exe"+3B93D7: CC                       -  int 3 
"TheSurge.exe"+3B93D8: CC                       -  int 3 
"TheSurge.exe"+3B93D9: CC                       -  int 3 
"TheSurge.exe"+3B93DA: CC                       -  int 3 
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>158</ID>
          <Description>"MK"</Description>
          <LastState Value="00000005" RealAddress="16185A2C620"/>
          <ShowAsHex>1</ShowAsHex>
          <VariableType>4 Bytes</VariableType>
          <Address>item1</Address>
          <Offsets>
            <Offset>50</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>175</ID>
          <Description>"ID"</Description>
          <LastState Value="0000016178D83270" RealAddress="16185A2C618"/>
          <ShowAsHex>1</ShowAsHex>
          <VariableType>8 Bytes</VariableType>
          <Address>item1</Address>
          <Offsets>
            <Offset>48</Offset>
          </Offsets>
          <Hotkeys>
            <Hotkey>
              <Action>Increase Value</Action>
              <Keys>
                <Key>18</Key>
                <Key>88</Key>
              </Keys>
              <Value>448</Value>
              <ID>0</ID>
              <ActivateSound>Activate</ActivateSound>
            </Hotkey>
          </Hotkeys>
        </CheatEntry>
        <CheatEntry>
          <ID>195</ID>
          <Description>"Get Item Array"</Description>
          <LastState Activated="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{ Game   : TheSurge.exe
  Version: 
  Date   : 2019-10-06
  Author : 0

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(INJECT,TheSurge.exe,48 8B 49 18 48 8B 04 C1 48 83) // should be unique
alloc(newmem,$1000,"TheSurge.exe"+68D416)
globalalloc(itemlist1,8)


label(code)
label(return)

newmem:

code:
  mov rcx,[rcx+18]

push rax
mov rax,itemlist1
mov [rax],rcx
pop rax




  mov rax,[rcx+rax*8]  //read item list rax = count rcx = base address
  jmp return

INJECT:
  jmp newmem
  nop 3
return:
registersymbol(INJECT)

[DISABLE]

INJECT:
  db 48 8B 49 18 48 8B 04 C1

unregistersymbol(INJECT)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "TheSurge.exe"+68D416

"TheSurge.exe"+68D3F8: 48 8B 44 24 28           -  mov rax,[rsp+28]
"TheSurge.exe"+68D3FD: 8B 40 10                 -  mov eax,[rax+10]
"TheSurge.exe"+68D400: 39 44 24 48              -  cmp [rsp+48],eax
"TheSurge.exe"+68D404: 72 01                    -  jb TheSurge.exe+68D407
"TheSurge.exe"+68D406: CC                       -  int 3 
"TheSurge.exe"+68D407: 33 C0                    -  xor eax,eax
"TheSurge.exe"+68D409: 85 C0                    -  test eax,eax
"TheSurge.exe"+68D40B: 75 FA                    -  jne TheSurge.exe+68D407
"TheSurge.exe"+68D40D: 8B 44 24 48              -  mov eax,[rsp+48]
"TheSurge.exe"+68D411: 48 8B 4C 24 28           -  mov rcx,[rsp+28]
// ---------- INJECTING HERE ----------
"TheSurge.exe"+68D416: 48 8B 49 18              -  mov rcx,[rcx+18]
"TheSurge.exe"+68D41A: 48 8B 04 C1              -  mov rax,[rcx+rax*8]
// ---------- DONE INJECTING  ----------
"TheSurge.exe"+68D41E: 48 83 C4 38              -  add rsp,38
"TheSurge.exe"+68D422: C3                       -  ret 
"TheSurge.exe"+68D423: CC                       -  int 3 
"TheSurge.exe"+68D424: CC                       -  int 3 
"TheSurge.exe"+68D425: CC                       -  int 3 
"TheSurge.exe"+68D426: CC                       -  int 3 
"TheSurge.exe"+68D427: CC                       -  int 3 
"TheSurge.exe"+68D428: CC                       -  int 3 
"TheSurge.exe"+68D429: CC                       -  int 3 
"TheSurge.exe"+68D42A: CC                       -  int 3 
}
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>199</ID>
              <Description>"Item0 (brose memory region to see more)"</Description>
              <LastState Value="0000016178B16F70" RealAddress="1613E68F7A0"/>
              <ShowAsHex>1</ShowAsHex>
              <VariableType>8 Bytes</VariableType>
              <Address>itemlist1</Address>
              <Offsets>
                <Offset>0</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>



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