Super Motherload

Super Motherload

26 ratings
Map Modding
By Nawalin
Learn how to modify existing maps.
Add as much unobtainium as you like, remove indestructible tiles, have a look at secret (unused) items, create your own puzzles.
   
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Spoiler Alert!
This guide may spoil your game experience, since some tiles are secret or don't appear in the game at all. Modding maps can be used to make easy money, therefore it's not better than cheating.

You have been warned...



____________________________________________________



Requirements
You should be familiar with hexadecimal numbers and know what a binary file is.
A hex editor is required to modify the map file (I used HxD, which was ok).



Finding The Map File
We don't want to create a map file from scratch, so we open an existing one.
Normally, the maps are stored under
%AppData%\XGen Studios, Inc\Super Motherload\savedata\
All of your saved games have their own directory, called worldXX, where XX is a number that may not necessarily match the number displayed in the game. The easiest way to find the directory of a certain game is to:
  • Play the game
  • Save (e.g. by refueling)
  • Close
  • Look at the modification dates of the directories and open the last one

As you open worldXX, you'll find two files: map and progress.
As the names suggest, map contains the map and progress the quests. We want to edit map. Open it with your hex editor.

Make sure that you don't edit the map you're currently playing on (this means, the game is running while editing) or vice versa.



Structure Of A Map File
A map file is a binary file and starts with a 48(dec) byte long header, followed by the actual map data. The map is basically a rectangular grid of tiles.

A group of 2 bytes describes a tile. The first byte denotes the foreground of the tile (ores, items and so on) and the second one the background (color of the dirt). The tiles are listed from left to right and top to bottom.

We will speak of horizontal lines as you see them in the game.
A line contains 36 visible tiles and a further one at the beginning and at the end, which are not shown in the game (they always have the same code, which makes it easy to find the beginning of line).
The first line (topmost) isn't shown too. Same applies to the last ones (lowest).


Summary

#Bytes (dec)
Per Object
48
Header
2
Tile (FG, BG)
76
Line (38 tiles, only 36 are used)


Example

The following numbers are hexadecimal. 2 digits represent 1 byte. Since 1 tile is 2 bytes long, it is represented by 4 digits. The 2 first digits describe the foreground, the 2 last digits the background.

FD 00
01 00
10 00
57 00
10 02
...
FD 00
Start
Empty, Red
Dirt, Red
Ruby, Red
Dirt, Gray
...
End

You could make the background of the ruby gray. Just change its two last digits to 02 (that's the code for the gray background). That's it - All you have to do is changing the code of some tiles.

Make sure to override data when editing. Do not insert or remove bytes from the file. Especially removing is critical, because super motherload won't load a too short file. A longer file seems to be ok. I think the deepest lines will be discarded, although I never flew to the bottom of a too long map.

You can't edit the positions of the outposts. They seem to be hardcoded.



Tips For Editing
Editing the map byte by byte can be painful. Here are some tips to make it more comfortable:

You want to edit a line and have to search for it. Why not calculate its offset?
Let h be the height of the wanted line (mind the minus sign, if you're underground!). The following numbers are decimal.
offset = 22848 - round( h / 12.5 ) * 76
The calculated offset is the start marker of the line with height h. Skip these 2 bytes to edit the first (left) tile of that line.

    For a better overview, try following options (if they are supported by your editor):
  • Build groups of 2 bytes. It's easier to recognize the tiles now.
  • Add 28(dec) bytes to the beginning and set the line length to 76(dec) bytes. Now one line in the editor is one line on the map. Don't forget to delete the added bytes before you load your map into the game! Note that you have to add 28 to the formula above.
  • You don't have to exit the game entirely to edit a map. Just go to the main menu.
  • It's easier to switch between game and editor when playing in window mode.



FG Codes 1 (Official Tiles)
These are the codes of all normal tiles. They occur in every official generated map and aren't part of any secrets.

Hex
ASCII
Image
Name
Note
01
Empty
This is what you get, when you drill through something.
02
Empty (Edge)
Like empty, but with an edge, like the floor on the outposts.
This is nothing but eye candy. You can't land here!
10
Dirt
See background codes for the color.
11
Dirt (Edge)
Like dirt, but with an edge, like the floor on the outposts.
19
Rock
1A
Metal Plate
1B
Molten Metal Plate
1C
Magma
1D
Barrier
23
#
Fuel
24
$
Repair
26
&
TNT
27
'
C4
28
(
Shaft Bomb
29
)
T Bomb
50
P
Ironium
51
Q
Bronzium
52
R
Silverium
53
S
Goldium
54
T
Platinium
55
U
Explodium
56
V
Emerald
57
W
Ruby
58
X
Diamond
59
Y
Amazonite
5A
Z
Electronium
5B
Unobtainium
If it's locked (box around) or not depends on the progress file.
I think it is not possible to lock only one tile.
64
d
Mutant Skull
65
e
Arm Bones
66
f
Rib Bones
67
g
Hip Bones
68
h
Leg Bones
69
i
Hammer
If it's locked (box around) or not depends on the progress file.
I think it is not possible to lock only one tile.
6A
j
Scrap Metal (Sickle)
If it's locked (box around) or not, depends on the progress file.
I think it is not possible to lock only one tile.
6B
k
Beacon (Sputnik)
If it's locked (box around) or not depends on the progress file.
I think it is not possible to lock only one tile.
FD
Marker (not a real tile)
This code is used to mark the beginning and end of a line. However, the parser seems to ignore these markers. You can override them and won't recognize a change, after loading the file (which works just fine).
If you use this in the middle of a line, you'll get an ugly gray tile, which is not accessible.
FF
Empty (Sky / Boss Room)
This tile behaves similar to (01) empty, but does only occur in the sky and the boss room.
If you use this on other positions, you'll get an ugly gray tile, which is still accessible.



BG Codes
The background of a tile specifies its color and the drill level needed to dig through it.

Background
Color
Red
Brown
Gray
Black
Hex Code
00
01
02
03



FG Codes 2 (Secret And Unused Tiles)
These are the codes of all secret and unused tiles I could find.
I assume, that the developers planed to integrate them into the game, but discarded them later. But I wouldn't mind, if they were part of a update in the near future :)

* These tiles didn't occur in any official map I played. They have icons from real upgrades, but cannot be destroyed (neither by digging, nor by explosions). When you dig in their neighborhood, they often become grey boxes (this affects only the graphics).

** These tiles behave like * but have symbols which don't occur in any other part of the game.

Hex
ASCII
Image
Name
Note
FE
Invisible Barrier
This tile can be found on every official map. It's the floor of the secret shop up in the sky. It can't be destroyed (neither by digging, nor by explosions).
When placed in the sky, it will be complete invisible. Under earth, the tile itself will be invisible, but its neighbors will have waved dirt edges, when they are empty, or straight edges, when they are not empty. In both cases, you will see where an invisible tile hides.
25
%
Hyper
Once placed, this PowerUp can be actually collected. You vehicle will start to blink. However, I didn't notice any further changes.
6C
l
Bouncy Hull
*
6D
m
Radiator
*
6E
n
Magnet
**
6F
o
Infinite Teleports
** Simalcrum (an unlockable pilot) actually has infinite teleports. But this isn't a upgrade and the icon is not the same.
70
p
Side Teleport
**
71
q
Hair cross
**
72
r
Magma Money
*
73
s
Air Bombs
*
74
t
Shovel
**
75
u
Hull Regeneration
*
76
v
Infinite Cargo / Winding Device
*(*) Looks like some sort of winder to me. It could also be an old version of the double cargo upgrade.
77
w
Fuel Tank +
*(*) Could be an old version of the fuel tank upgrade.
78
x
Alchemy
*
79
y
Broken Box
**
7A
z
Rock Drill
*
7B
{
Metal Drill
*
7C
|
?
**
7D
}
Oil Extractor
* Can't be bought, but achieved from Mr. Fix-It.
7E
~
X Bomb
**
7F
Fuel Converter
*
80
Hull Converter
*
81
Force Field
*
82
Warning Sign
**
83
Parachute
**
84
Smart Bombs
*


Editing Other Files
Maybe I will release further guides for editing the progress or character files.
But it will take some time, since they are annoying to decode (for instance: I would have to play the mission over and over again, to get all information needed to decode the progress file).

What I already know about the character files:
  • They are stored in
    %AppData%\XGen Studios, Inc\Super Motherload\savedata\common
    Normal mode and hardcore mode have their own file.
  • Character files are loaded when starting super motherload. You have to exit entirely to edit them.
  • If a character is unlocked or not is stored in the character files (which means, that you could unlock some characters only in one mode).
  • There's no way to retrieve a dead character. All values are overwritten with the default values immediately after your dead. All you can do is backup the character files.
  • Each character has its own block in the file, which is 112(dec)=70(hex) byte long.
  • Money is stored at offsets 38(hex), A8(hex), ...
    The endian seems a bit odd here (probably 16 bit little endian).
  • Hull level is stored at offsets 31(hex), A1(hex), ...
    Use values from 0 to 6. More is possible, but not necessarily better (mind possible overflows!).
  • Smelter level is stored at offsets 34(hex), A4(hex), ...



25 Comments
Paul_is_a_Gamer 4 May @ 12:03am 
That winding device is an old fashioned vice, not sure if anyone has pointed that out.
Lelouch 11 Feb @ 8:58pm 
Btw, I've also found some hidden items that probably would be integrated into the game but they've abandoned the idea, just like the tiles you've found. 3 of them you can get but are unusable but theres another one hidden item that is just like the teleporter, but instead of teleporting you back to your base, teleports you directly to the core of the world, pretty much above the final boss. It's called "Core Teleporter".
Lelouch 11 Feb @ 8:53pm 
Well, if anyone needs to edit character files, I think I've figured out pretty much everything about it. Just contact me and I'll share (if I don't end writing a guide about it sometime).
Thanks @Nawalin , I've used the insights you posted here to start things off.
TheSordishMan54 1 Nov, 2024 @ 3:19pm 
Just revisiting the guide as usual, it's now decade old since it was created. It's crazy unbelievably amazing how it stood the test of time since it's creation 10 years ago.

Nowadays in Windows 11, you get a white launcher instead of seeing the background and settings before you play.

Reposted as I had to correct wording and add additional monologue from me.
Kevin Yew 16 Jun, 2024 @ 6:58am 
Hey y'all.

I removed that guide because it was for the desktop version of the application.

I ended up releasing a web app version of the editor that is much easier to use and doesn't require downloading any programs to your computer. Hopefully it's intuitive enough without a guide: https://ultramotherload.netlify.app/
Cogneter 11 May, 2024 @ 12:44am 
Thanks a lot for this guide! I had a bug where I was missing the second beacon for the "find 2 beacons" quest, and with this guide I was able to spawn it. Was afraid I'd have to restart the game.
Nawalin  [author] 15 Nov, 2023 @ 7:22am 
Yeah, unbelievable how time flies :)
For the level editor you could try to contact Kevin Yew . He was the one who created the editor; see his comment here from 2014-12-08. He also wrote a guide for showcasing the editor (see internet archive snaphshot of the list of guides from 2017 [web.archive.org]. But it seems that guide was deleted at the beginning of 2018. No idea, why he (?) removed it.
TheSordishMan54 14 Nov, 2023 @ 6:26am 
That guide is almost decade old as I've been looking on it's post date. Boy I remember once there was a map editing tool for Super Motherload but now it's long gone to this day.

Though I am not that experienced in map modding, may require practise to fully use it.
MarioTGreat 3 Jun, 2023 @ 6:58pm 
This was BRILLIANT.

I've been modding Super Motherload and making cheat maps. I'm having so much fun. Thank you, Nawalin.
Kara 23 Apr, 2022 @ 4:14pm 
Understandable that this was so long ago, my comment was mostly a hopeful shot in the dark! :p but hey thanks for the pointers and tips, I may have a go myself :)