God of Thunder Tileset Format
The God of Thunder Tileset Format is used by God of Thunder to store both tiles and other game images. Since the game runs in VGA mode X (320×240) the image data is split into four planes to match the video memory layout.
The file consists of a number of tiles one after the other. While the format itself is not compressed, it is stored compressed inside the main game .DAT file using the same compression algorithm as all the other unrelated files in the .DAT.
There is no signature, however careful processing of the header can be used to check whether the last tileset ends at exactly the end of the file (allowing for padding in some cases, such as status.) If not, it is unlikely to be in this format.
Each tile begins with the following header.
|UINT16LE||width||Width of the image. Multiply by four to get width in pixels.|
|UINT16LE||height||Height of the image, in pixels|
The image data for the tile follows the header. See Planar VGA for details on the planar layout of the data.
Palette entries 0 (black) and 15 (white) were used during development to help mark out the location of each tile in the tileset. These two palette entries are treated as transparent by the game.
The following tools are able to work with files in this format.
|Name||Platform||View images in this format?||Convert/export to another file/format?||Import from another file/format?||Access hidden data?||Edit metadata?||Notes|
This file format was reverse engineered by Malvineous. If you find this information helpful in a project you're working on, please give credit where credit is due. (A link back to this wiki would be nice too!)