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	<updated>2026-05-15T10:41:01Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=God_of_Thunder_Level_Format&amp;diff=11062</id>
		<title>God of Thunder Level Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=God_of_Thunder_Level_Format&amp;diff=11062"/>
		<updated>2023-05-31T18:35:03Z</updated>

		<summary type="html">&lt;p&gt;LuisCoCo: /* Tile mapping */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map Infobox&lt;br /&gt;
 | Type = 2D tile-based&lt;br /&gt;
 | Layers = 3&lt;br /&gt;
 | Tile size = 16&amp;amp;times;16&lt;br /&gt;
 | Viewport = 320&amp;amp;times;192&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|God of Thunder}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;God of Thunder Level Format&#039;&#039;&#039; is used by [[God of Thunder]] to store each game level.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
The file consists of multiple 512-byte levels, one after the other.  There is no global header.  Each level is structured as follows.&lt;br /&gt;
&lt;br /&gt;
=== Signature ===&lt;br /&gt;
&lt;br /&gt;
There is no signature, however careful processing of the files can be used to check whether the format is correct:&lt;br /&gt;
&lt;br /&gt;
* There are 230 tiles in the background layer, so no background code should be larger than 229.&lt;br /&gt;
* There are 32 tiles in the object layer, so no object ID should be larger than 31.&lt;br /&gt;
&lt;br /&gt;
=== Content ===&lt;br /&gt;
&lt;br /&gt;
The file contains two layers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][240] || background || Background layer, one byte for each of the 20&amp;amp;times;12 cells in the map&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || defaultBG || Tile to draw behind other background tiles that have transparent areas (e.g. rocks)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || song || ID of song {{TODO|How does this map to song files?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorID || IDs of 16 actors, 0 = no actor&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorPos || Coordinates in tiles of each object (&#039;&#039;y&#039;&#039; &amp;amp;times; 20 + &#039;&#039;x&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorValue || pass value ?&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][3] || palColors || change 251,253,254 to these three&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorInvis || 0 = Visible; 1 = Invisible or swap?&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][13] || extra || not used&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][30] || objectID || IDs of 30 objects, 0 = no object, static objects (treasure, keys,etc)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]][30] || objectX || X-coordinate of each object&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]][30] || objectY || Y-coordinate of each object&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][10] || holeScreen || Destination screen number of each hole/door (one value for tiles 0xDC to 0xE5 inclusive)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][10] || holeDestPos || Player target position on destination screen (&#039;&#039;y&#039;&#039; &amp;amp;times; 20 + &#039;&#039;x&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorDir || Actor initial dir&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][3] || future || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tile mapping ==&lt;br /&gt;
&lt;br /&gt;
Each code in the background layer is a tile index in the corresponding &amp;lt;tt&amp;gt;sdat[123]&amp;lt;/tt&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
Each actor ID refers to the file with that ID - so an actor ID of 2 would mean the file named &#039;actor2&#039;.  Actor ID 0 is used if no actor is at that entry. The position is the cell number, with cell 0 being the top-left and cell 239 being the bottom-right.&lt;br /&gt;
&lt;br /&gt;
Each object ID is an index into the &amp;lt;tt&amp;gt;objects&amp;lt;/tt&amp;gt; tileset.  An object ID of 1 maps to the first tile, ID 2 maps to the second tile, etc.  Object ID 0 is used if no object is at that entry. The positions (x,y) refer to tiles - 0,0 being top left of the map and 19, 11 being bottom-right. It&#039;s an integer, although I don&#039;t know why because it&#039;s just a screen and it&#039;s in tiles, X max = 19, Y max = 11&lt;br /&gt;
&lt;br /&gt;
== Screen arrangement, holes and doors ==&lt;br /&gt;
&lt;br /&gt;
The screens are arranged left to right, ten levels wide.  Moving off the left or right of the screen subtracts or adds one to the screen number respectively.  Moving off the top or bottom subtracts or adds 10 to the screen number.&lt;br /&gt;
&lt;br /&gt;
Tile numbers 0xDC through 0xE5 are doorways.  Some look like holes, while others look like ladders out of the hole.  In an underground level, the exit back to the surface must use one of the ladder tiles, otherwise it will simply scroll to the next screen like normal.  This is not usually the intention when returning to the surface as there is less control over where the player appears.&lt;br /&gt;
&lt;br /&gt;
The first value in &amp;lt;tt&amp;gt;holeScreen&amp;lt;/tt&amp;gt; is for tile 0xDC, and the last value is for tile 0xE5.  Likewise for &amp;lt;tt&amp;gt;holeDestPos&amp;lt;/tt&amp;gt; which specifies the player&#039;s position on the destination screen.&lt;br /&gt;
&lt;br /&gt;
== Songs ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Episode !! Song ID !! Song filename&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || song1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || song2&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || song3&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || song4&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4 || winsong&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || bosssong&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;=6 || song33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
This file format was reverse engineered by [[User:Malvineous|Malvineous]].  If you find this information helpful in a project you&#039;re working on, please give credit where credit is due.  (A link back to this wiki would be nice too!)&lt;/div&gt;</summary>
		<author><name>LuisCoCo</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=God_of_Thunder_Level_Format&amp;diff=11061</id>
		<title>God of Thunder Level Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=God_of_Thunder_Level_Format&amp;diff=11061"/>
		<updated>2023-05-31T18:32:45Z</updated>

		<summary type="html">&lt;p&gt;LuisCoCo: /* Content */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map Infobox&lt;br /&gt;
 | Type = 2D tile-based&lt;br /&gt;
 | Layers = 3&lt;br /&gt;
 | Tile size = 16&amp;amp;times;16&lt;br /&gt;
 | Viewport = 320&amp;amp;times;192&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|God of Thunder}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;God of Thunder Level Format&#039;&#039;&#039; is used by [[God of Thunder]] to store each game level.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
The file consists of multiple 512-byte levels, one after the other.  There is no global header.  Each level is structured as follows.&lt;br /&gt;
&lt;br /&gt;
=== Signature ===&lt;br /&gt;
&lt;br /&gt;
There is no signature, however careful processing of the files can be used to check whether the format is correct:&lt;br /&gt;
&lt;br /&gt;
* There are 230 tiles in the background layer, so no background code should be larger than 229.&lt;br /&gt;
* There are 32 tiles in the object layer, so no object ID should be larger than 31.&lt;br /&gt;
&lt;br /&gt;
=== Content ===&lt;br /&gt;
&lt;br /&gt;
The file contains two layers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][240] || background || Background layer, one byte for each of the 20&amp;amp;times;12 cells in the map&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || defaultBG || Tile to draw behind other background tiles that have transparent areas (e.g. rocks)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || song || ID of song {{TODO|How does this map to song files?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorID || IDs of 16 actors, 0 = no actor&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorPos || Coordinates in tiles of each object (&#039;&#039;y&#039;&#039; &amp;amp;times; 20 + &#039;&#039;x&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorValue || pass value ?&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][3] || palColors || change 251,253,254 to these three&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorInvis || 0 = Visible; 1 = Invisible or swap?&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][13] || extra || not used&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][30] || objectID || IDs of 30 objects, 0 = no object, static objects (treasure, keys,etc)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]][30] || objectX || X-coordinate of each object&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]][30] || objectY || Y-coordinate of each object&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][10] || holeScreen || Destination screen number of each hole/door (one value for tiles 0xDC to 0xE5 inclusive)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][10] || holeDestPos || Player target position on destination screen (&#039;&#039;y&#039;&#039; &amp;amp;times; 20 + &#039;&#039;x&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorDir || Actor initial dir&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][3] || future || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tile mapping ==&lt;br /&gt;
&lt;br /&gt;
Each code in the background layer is a tile index in the corresponding &amp;lt;tt&amp;gt;sdat[123]&amp;lt;/tt&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
Each actor ID refers to the file with that ID - so an actor ID of 2 would mean the file named &#039;actor2&#039;.  Actor ID 0 is used if no actor is at that entry. The position is the cell number, with cell 0 being the top-left and cell 239 being the bottom-right.&lt;br /&gt;
&lt;br /&gt;
Each object ID is an index into the &amp;lt;tt&amp;gt;objects&amp;lt;/tt&amp;gt; tileset.  An object ID of 1 maps to the first tile, ID 2 maps to the second tile, etc.  Object ID 0 is used if no object is at that entry. The positions (x,y) refer to tiles - 0,0 being top left of the map and 19, 11 being bottom-right. It&#039;s an integer, although I don&#039;t know why because it&#039;s just a screen and it&#039;s in tiles&lt;br /&gt;
&lt;br /&gt;
== Screen arrangement, holes and doors ==&lt;br /&gt;
&lt;br /&gt;
The screens are arranged left to right, ten levels wide.  Moving off the left or right of the screen subtracts or adds one to the screen number respectively.  Moving off the top or bottom subtracts or adds 10 to the screen number.&lt;br /&gt;
&lt;br /&gt;
Tile numbers 0xDC through 0xE5 are doorways.  Some look like holes, while others look like ladders out of the hole.  In an underground level, the exit back to the surface must use one of the ladder tiles, otherwise it will simply scroll to the next screen like normal.  This is not usually the intention when returning to the surface as there is less control over where the player appears.&lt;br /&gt;
&lt;br /&gt;
The first value in &amp;lt;tt&amp;gt;holeScreen&amp;lt;/tt&amp;gt; is for tile 0xDC, and the last value is for tile 0xE5.  Likewise for &amp;lt;tt&amp;gt;holeDestPos&amp;lt;/tt&amp;gt; which specifies the player&#039;s position on the destination screen.&lt;br /&gt;
&lt;br /&gt;
== Songs ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Episode !! Song ID !! Song filename&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || song1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || song2&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || song3&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || song4&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4 || winsong&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || bosssong&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;=6 || song33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
This file format was reverse engineered by [[User:Malvineous|Malvineous]].  If you find this information helpful in a project you&#039;re working on, please give credit where credit is due.  (A link back to this wiki would be nice too!)&lt;/div&gt;</summary>
		<author><name>LuisCoCo</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=God_of_Thunder_Level_Format&amp;diff=11060</id>
		<title>God of Thunder Level Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=God_of_Thunder_Level_Format&amp;diff=11060"/>
		<updated>2023-05-31T18:24:22Z</updated>

		<summary type="html">&lt;p&gt;LuisCoCo: /* Tile mapping */ reversed the location of actors and objects and something else&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map Infobox&lt;br /&gt;
 | Type = 2D tile-based&lt;br /&gt;
 | Layers = 3&lt;br /&gt;
 | Tile size = 16&amp;amp;times;16&lt;br /&gt;
 | Viewport = 320&amp;amp;times;192&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|God of Thunder}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;God of Thunder Level Format&#039;&#039;&#039; is used by [[God of Thunder]] to store each game level.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
The file consists of multiple 512-byte levels, one after the other.  There is no global header.  Each level is structured as follows.&lt;br /&gt;
&lt;br /&gt;
=== Signature ===&lt;br /&gt;
&lt;br /&gt;
There is no signature, however careful processing of the files can be used to check whether the format is correct:&lt;br /&gt;
&lt;br /&gt;
* There are 230 tiles in the background layer, so no background code should be larger than 229.&lt;br /&gt;
* There are 32 tiles in the object layer, so no object ID should be larger than 31.&lt;br /&gt;
&lt;br /&gt;
=== Content ===&lt;br /&gt;
&lt;br /&gt;
The file contains two layers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][240] || background || Background layer, one byte for each of the 20&amp;amp;times;12 cells in the map&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || defaultBG || Tile to draw behind other background tiles that have transparent areas (e.g. rocks)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || song || ID of song {{TODO|How does this map to song files?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorID || IDs of 16 actors&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorPos || Coordinates of each object (&#039;&#039;y&#039;&#039; &amp;amp;times; 20 + &#039;&#039;x&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorValue || pass value ?&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][3] || palColors || change 251,253,254 to these three&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorInvis || 0 = Visible; 1 = Invisible or swap?&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][13] || extra || not used&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][30] || objectID || IDs of 30 objects&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]][30] || objectX || X-coordinate of each object&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]][30] || objectY || Y-coordinate of each object&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][10] || holeScreen || Destination screen number of each hole/door (one value for tiles 0xDC to 0xE5 inclusive)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][10] || holeDestPos || Player target position on destination screen (&#039;&#039;y&#039;&#039; &amp;amp;times; 20 + &#039;&#039;x&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorDir || Actor initial dir&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][3] || future || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tile mapping ==&lt;br /&gt;
&lt;br /&gt;
Each code in the background layer is a tile index in the corresponding &amp;lt;tt&amp;gt;sdat[123]&amp;lt;/tt&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
Each actor ID refers to the file with that ID - so an actor ID of 2 would mean the file named &#039;actor2&#039;.  Actor ID 0 is used if no actor is at that entry. The position is the cell number, with cell 0 being the top-left and cell 239 being the bottom-right.&lt;br /&gt;
&lt;br /&gt;
Each object ID is an index into the &amp;lt;tt&amp;gt;objects&amp;lt;/tt&amp;gt; tileset.  An object ID of 1 maps to the first tile, ID 2 maps to the second tile, etc.  Object ID 0 is used if no object is at that entry. The positions (x,y) refer to tiles - 0,0 being top left of the map and 19, 11 being bottom-right. It&#039;s an integer, although I don&#039;t know why because it&#039;s just a screen and it&#039;s in tiles&lt;br /&gt;
&lt;br /&gt;
== Screen arrangement, holes and doors ==&lt;br /&gt;
&lt;br /&gt;
The screens are arranged left to right, ten levels wide.  Moving off the left or right of the screen subtracts or adds one to the screen number respectively.  Moving off the top or bottom subtracts or adds 10 to the screen number.&lt;br /&gt;
&lt;br /&gt;
Tile numbers 0xDC through 0xE5 are doorways.  Some look like holes, while others look like ladders out of the hole.  In an underground level, the exit back to the surface must use one of the ladder tiles, otherwise it will simply scroll to the next screen like normal.  This is not usually the intention when returning to the surface as there is less control over where the player appears.&lt;br /&gt;
&lt;br /&gt;
The first value in &amp;lt;tt&amp;gt;holeScreen&amp;lt;/tt&amp;gt; is for tile 0xDC, and the last value is for tile 0xE5.  Likewise for &amp;lt;tt&amp;gt;holeDestPos&amp;lt;/tt&amp;gt; which specifies the player&#039;s position on the destination screen.&lt;br /&gt;
&lt;br /&gt;
== Songs ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Episode !! Song ID !! Song filename&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || song1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || song2&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || song3&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || song4&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4 || winsong&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || bosssong&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;=6 || song33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
This file format was reverse engineered by [[User:Malvineous|Malvineous]].  If you find this information helpful in a project you&#039;re working on, please give credit where credit is due.  (A link back to this wiki would be nice too!)&lt;/div&gt;</summary>
		<author><name>LuisCoCo</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Talk:God_of_Thunder_Level_Format&amp;diff=11059</id>
		<title>Talk:God of Thunder Level Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Talk:God_of_Thunder_Level_Format&amp;diff=11059"/>
		<updated>2023-05-31T18:14:40Z</updated>

		<summary type="html">&lt;p&gt;LuisCoCo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&#039;Description	                                               number of bytes  START END&amp;lt;p&amp;gt;&lt;br /&gt;
&#039;char Grilla icon[12][20]                                                  240      0 240&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;char bg_color;            //240 background color	                     1    240 241&lt;br /&gt;
&#039;char type;                //241 music                                       1    241 242&lt;br /&gt;
&#039;char actor_type[16];      //242 type of enemies (12 max)                   16    242 258&lt;br /&gt;
&#039;char actor_loc[16];       //254 location of enemies                        16    258 274&lt;br /&gt;
&#039;char actor_value[16];     //pass value                                     16    274 290&lt;br /&gt;
&#039;char pal_colors[3]        //change 251,253,254 to these three	             3    290 293&lt;br /&gt;
&#039;char actor_invis[16];              ^ wrong numbers?                        16    293 309&lt;br /&gt;
&#039;char extra[13]                                                             13    309 322&lt;br /&gt;
&#039;char static_obj[30]       //302 static objects (treasure, keys,etc)        30    322 352&lt;br /&gt;
&#039;int  static_x[30]         //332 X coor of static objects                   60    352 412&lt;br /&gt;
&#039;int  static_y[30]         //392 Y coor of static objects                   60    412 472&lt;br /&gt;
&#039;char new_level[10];       //452 level jump for icon 200-204                10    472 482&lt;br /&gt;
&#039;char new_level_loc[10];   //462 grid location to jump in to                10    482 492&lt;br /&gt;
&#039;char area;                //472 game area (1=forest,etc)                    1    492 493&lt;br /&gt;
&#039;char actor_dir[16];       //initial dir                                    16    493 509&lt;br /&gt;
&#039;char future[3];           //473                                             3    509 512&lt;br /&gt;
------------------------------^ wrong numbers in column                                                                                 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Changes according to the structure according to the sources&lt;br /&gt;
[[User:LuisCoCo|LuisCoCo]] ([[User talk:LuisCoCo|talk]]) 18:05, 31 May 2023 (GMT)&lt;/div&gt;</summary>
		<author><name>LuisCoCo</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Talk:God_of_Thunder_Level_Format&amp;diff=11058</id>
		<title>Talk:God of Thunder Level Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Talk:God_of_Thunder_Level_Format&amp;diff=11058"/>
		<updated>2023-05-31T18:05:54Z</updated>

		<summary type="html">&lt;p&gt;LuisCoCo: Source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;Description	                                               number of bytes  START END&lt;br /&gt;
&#039;char Grilla icon[12][20]                                                  240      0 240&lt;br /&gt;
&#039;char bg_color;            //240 background color	                     1    240 241&lt;br /&gt;
&#039;char type;                //241 music                                       1    241 242&lt;br /&gt;
&#039;char actor_type[16];      //242 type of enemies (12 max)                   16    242 258&lt;br /&gt;
&#039;char actor_loc[16];       //254 location of enemies                        16    258 274&lt;br /&gt;
&#039;char actor_value[16];     //pass value                                     16    274 290&lt;br /&gt;
&#039;char pal_colors[3]        //change 251,253,254 to these three	             3    290 293&lt;br /&gt;
&#039;char actor_invis[16];              ^ wrong numbers?                        16    293 309&lt;br /&gt;
&#039;char extra[13]                                                             13    309 322&lt;br /&gt;
&#039;char static_obj[30]       //302 static objects (treasure, keys,etc)        30    322 352&lt;br /&gt;
&#039;int  static_x[30]         //332 X coor of static objects                   60    352 412&lt;br /&gt;
&#039;int  static_y[30]         //392 Y coor of static objects                   60    412 472&lt;br /&gt;
&#039;char new_level[10];       //452 level jump for icon 200-204                10    472 482&lt;br /&gt;
&#039;char new_level_loc[10];   //462 grid location to jump in to                10    482 492&lt;br /&gt;
&#039;char area;                //472 game area (1=forest,etc)                    1    492 493&lt;br /&gt;
&#039;char actor_dir[16];       //initial dir                                    16    493 509&lt;br /&gt;
&#039;char future[3];           //473                                             3    509 512&lt;br /&gt;
------------------------------^ wrong numbers in column                                                                                 &lt;br /&gt;
Changes according to the structure according to the sources&lt;br /&gt;
[[User:LuisCoCo|LuisCoCo]] ([[User talk:LuisCoCo|talk]]) 18:05, 31 May 2023 (GMT)&lt;/div&gt;</summary>
		<author><name>LuisCoCo</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=God_of_Thunder_Level_Format&amp;diff=11057</id>
		<title>God of Thunder Level Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=God_of_Thunder_Level_Format&amp;diff=11057"/>
		<updated>2023-05-31T17:57:03Z</updated>

		<summary type="html">&lt;p&gt;LuisCoCo: /* Content */ Add actorDir, Future&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map Infobox&lt;br /&gt;
 | Type = 2D tile-based&lt;br /&gt;
 | Layers = 3&lt;br /&gt;
 | Tile size = 16&amp;amp;times;16&lt;br /&gt;
 | Viewport = 320&amp;amp;times;192&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|God of Thunder}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;God of Thunder Level Format&#039;&#039;&#039; is used by [[God of Thunder]] to store each game level.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
The file consists of multiple 512-byte levels, one after the other.  There is no global header.  Each level is structured as follows.&lt;br /&gt;
&lt;br /&gt;
=== Signature ===&lt;br /&gt;
&lt;br /&gt;
There is no signature, however careful processing of the files can be used to check whether the format is correct:&lt;br /&gt;
&lt;br /&gt;
* There are 230 tiles in the background layer, so no background code should be larger than 229.&lt;br /&gt;
* There are 32 tiles in the object layer, so no object ID should be larger than 31.&lt;br /&gt;
&lt;br /&gt;
=== Content ===&lt;br /&gt;
&lt;br /&gt;
The file contains two layers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][240] || background || Background layer, one byte for each of the 20&amp;amp;times;12 cells in the map&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || defaultBG || Tile to draw behind other background tiles that have transparent areas (e.g. rocks)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || song || ID of song {{TODO|How does this map to song files?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorID || IDs of 16 actors&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorPos || Coordinates of each object (&#039;&#039;y&#039;&#039; &amp;amp;times; 20 + &#039;&#039;x&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorValue || pass value ?&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][3] || palColors || change 251,253,254 to these three&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorInvis || 0 = Visible; 1 = Invisible or swap?&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][13] || extra || not used&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][30] || objectID || IDs of 30 objects&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]][30] || objectX || X-coordinate of each object&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]][30] || objectY || Y-coordinate of each object&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][10] || holeScreen || Destination screen number of each hole/door (one value for tiles 0xDC to 0xE5 inclusive)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][10] || holeDestPos || Player target position on destination screen (&#039;&#039;y&#039;&#039; &amp;amp;times; 20 + &#039;&#039;x&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorDir || Actor initial dir&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][3] || future || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tile mapping ==&lt;br /&gt;
&lt;br /&gt;
Each code in the background layer is a tile index in the corresponding &amp;lt;tt&amp;gt;sdat[123]&amp;lt;/tt&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
Each actor ID refers to the file with that ID - so an actor ID of 2 would mean the file named &#039;actor2&#039;.  Actor ID 0 is used if no actor is at that entry.  The positions refer to tiles - 0,0 being top left of the map and 19, 11 being bottom-right.&lt;br /&gt;
&lt;br /&gt;
Each object ID is an index into the &amp;lt;tt&amp;gt;objects&amp;lt;/tt&amp;gt; tileset.  An object ID of 1 maps to the first tile, ID 2 maps to the second tile, etc.  Object ID 0 is used if no object is at that entry.  The position is the cell number, with cell 0 being the top-left and cell 239 being the bottom-right.&lt;br /&gt;
&lt;br /&gt;
== Screen arrangement, holes and doors ==&lt;br /&gt;
&lt;br /&gt;
The screens are arranged left to right, ten levels wide.  Moving off the left or right of the screen subtracts or adds one to the screen number respectively.  Moving off the top or bottom subtracts or adds 10 to the screen number.&lt;br /&gt;
&lt;br /&gt;
Tile numbers 0xDC through 0xE5 are doorways.  Some look like holes, while others look like ladders out of the hole.  In an underground level, the exit back to the surface must use one of the ladder tiles, otherwise it will simply scroll to the next screen like normal.  This is not usually the intention when returning to the surface as there is less control over where the player appears.&lt;br /&gt;
&lt;br /&gt;
The first value in &amp;lt;tt&amp;gt;holeScreen&amp;lt;/tt&amp;gt; is for tile 0xDC, and the last value is for tile 0xE5.  Likewise for &amp;lt;tt&amp;gt;holeDestPos&amp;lt;/tt&amp;gt; which specifies the player&#039;s position on the destination screen.&lt;br /&gt;
&lt;br /&gt;
== Songs ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Episode !! Song ID !! Song filename&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || song1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || song2&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || song3&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || song4&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4 || winsong&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || bosssong&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;=6 || song33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
This file format was reverse engineered by [[User:Malvineous|Malvineous]].  If you find this information helpful in a project you&#039;re working on, please give credit where credit is due.  (A link back to this wiki would be nice too!)&lt;/div&gt;</summary>
		<author><name>LuisCoCo</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=God_of_Thunder_Level_Format&amp;diff=11056</id>
		<title>God of Thunder Level Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=God_of_Thunder_Level_Format&amp;diff=11056"/>
		<updated>2023-05-31T17:54:59Z</updated>

		<summary type="html">&lt;p&gt;LuisCoCo: /* Content */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map Infobox&lt;br /&gt;
 | Type = 2D tile-based&lt;br /&gt;
 | Layers = 3&lt;br /&gt;
 | Tile size = 16&amp;amp;times;16&lt;br /&gt;
 | Viewport = 320&amp;amp;times;192&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|God of Thunder}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;God of Thunder Level Format&#039;&#039;&#039; is used by [[God of Thunder]] to store each game level.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
The file consists of multiple 512-byte levels, one after the other.  There is no global header.  Each level is structured as follows.&lt;br /&gt;
&lt;br /&gt;
=== Signature ===&lt;br /&gt;
&lt;br /&gt;
There is no signature, however careful processing of the files can be used to check whether the format is correct:&lt;br /&gt;
&lt;br /&gt;
* There are 230 tiles in the background layer, so no background code should be larger than 229.&lt;br /&gt;
* There are 32 tiles in the object layer, so no object ID should be larger than 31.&lt;br /&gt;
&lt;br /&gt;
=== Content ===&lt;br /&gt;
&lt;br /&gt;
The file contains two layers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][240] || background || Background layer, one byte for each of the 20&amp;amp;times;12 cells in the map&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || defaultBG || Tile to draw behind other background tiles that have transparent areas (e.g. rocks)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || song || ID of song {{TODO|How does this map to song files?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorID || IDs of 16 actors&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorPos || Coordinates of each object (&#039;&#039;y&#039;&#039; &amp;amp;times; 20 + &#039;&#039;x&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorValue || pass value ?&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][3] || palColors || change 251,253,254 to these three&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorInvis || 0 = Visible; 1 = Invisible or swap?&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][13] || extra || not used&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][30] || objectID || IDs of 30 objects&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]][30] || objectX || X-coordinate of each object&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]][30] || objectY || Y-coordinate of each object&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][10] || holeScreen || Destination screen number of each hole/door (one value for tiles 0xDC to 0xE5 inclusive)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][10] || holeDestPos || Player target position on destination screen (&#039;&#039;y&#039;&#039; &amp;amp;times; 20 + &#039;&#039;x&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][20] || unknown || {{TODO|?}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tile mapping ==&lt;br /&gt;
&lt;br /&gt;
Each code in the background layer is a tile index in the corresponding &amp;lt;tt&amp;gt;sdat[123]&amp;lt;/tt&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
Each actor ID refers to the file with that ID - so an actor ID of 2 would mean the file named &#039;actor2&#039;.  Actor ID 0 is used if no actor is at that entry.  The positions refer to tiles - 0,0 being top left of the map and 19, 11 being bottom-right.&lt;br /&gt;
&lt;br /&gt;
Each object ID is an index into the &amp;lt;tt&amp;gt;objects&amp;lt;/tt&amp;gt; tileset.  An object ID of 1 maps to the first tile, ID 2 maps to the second tile, etc.  Object ID 0 is used if no object is at that entry.  The position is the cell number, with cell 0 being the top-left and cell 239 being the bottom-right.&lt;br /&gt;
&lt;br /&gt;
== Screen arrangement, holes and doors ==&lt;br /&gt;
&lt;br /&gt;
The screens are arranged left to right, ten levels wide.  Moving off the left or right of the screen subtracts or adds one to the screen number respectively.  Moving off the top or bottom subtracts or adds 10 to the screen number.&lt;br /&gt;
&lt;br /&gt;
Tile numbers 0xDC through 0xE5 are doorways.  Some look like holes, while others look like ladders out of the hole.  In an underground level, the exit back to the surface must use one of the ladder tiles, otherwise it will simply scroll to the next screen like normal.  This is not usually the intention when returning to the surface as there is less control over where the player appears.&lt;br /&gt;
&lt;br /&gt;
The first value in &amp;lt;tt&amp;gt;holeScreen&amp;lt;/tt&amp;gt; is for tile 0xDC, and the last value is for tile 0xE5.  Likewise for &amp;lt;tt&amp;gt;holeDestPos&amp;lt;/tt&amp;gt; which specifies the player&#039;s position on the destination screen.&lt;br /&gt;
&lt;br /&gt;
== Songs ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Episode !! Song ID !! Song filename&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || song1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || song2&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || song3&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || song4&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4 || winsong&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || bosssong&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;=6 || song33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
This file format was reverse engineered by [[User:Malvineous|Malvineous]].  If you find this information helpful in a project you&#039;re working on, please give credit where credit is due.  (A link back to this wiki would be nice too!)&lt;/div&gt;</summary>
		<author><name>LuisCoCo</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=God_of_Thunder_Level_Format&amp;diff=11055</id>
		<title>God of Thunder Level Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=God_of_Thunder_Level_Format&amp;diff=11055"/>
		<updated>2023-05-31T17:54:05Z</updated>

		<summary type="html">&lt;p&gt;LuisCoCo: /* Content */  add items actorValue,palColors,actorInvis,extra   Delete | UINT8[48] || unknown || {{TODO|?}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map Infobox&lt;br /&gt;
 | Type = 2D tile-based&lt;br /&gt;
 | Layers = 3&lt;br /&gt;
 | Tile size = 16&amp;amp;times;16&lt;br /&gt;
 | Viewport = 320&amp;amp;times;192&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|God of Thunder}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;God of Thunder Level Format&#039;&#039;&#039; is used by [[God of Thunder]] to store each game level.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
The file consists of multiple 512-byte levels, one after the other.  There is no global header.  Each level is structured as follows.&lt;br /&gt;
&lt;br /&gt;
=== Signature ===&lt;br /&gt;
&lt;br /&gt;
There is no signature, however careful processing of the files can be used to check whether the format is correct:&lt;br /&gt;
&lt;br /&gt;
* There are 230 tiles in the background layer, so no background code should be larger than 229.&lt;br /&gt;
* There are 32 tiles in the object layer, so no object ID should be larger than 31.&lt;br /&gt;
&lt;br /&gt;
=== Content ===&lt;br /&gt;
&lt;br /&gt;
The file contains two layers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][240] || background || Background layer, one byte for each of the 20&amp;amp;times;12 cells in the map&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || defaultBG || Tile to draw behind other background tiles that have transparent areas (e.g. rocks)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || song || ID of song {{TODO|How does this map to song files?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorID || IDs of 16 actors&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorPos || Coordinates of each object (&#039;&#039;y&#039;&#039; &amp;amp;times; 20 + &#039;&#039;x&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorValue || pass value ?&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][3] || palColors || change 251,253,254 to these three&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorInvis || 0 = Visible; 1 = Invisible ?&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][13] || extra || not used&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][30] || objectID || IDs of 30 objects&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]][30] || objectX || X-coordinate of each object&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]][30] || objectY || Y-coordinate of each object&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][10] || holeScreen || Destination screen number of each hole/door (one value for tiles 0xDC to 0xE5 inclusive)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][10] || holeDestPos || Player target position on destination screen (&#039;&#039;y&#039;&#039; &amp;amp;times; 20 + &#039;&#039;x&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][20] || unknown || {{TODO|?}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tile mapping ==&lt;br /&gt;
&lt;br /&gt;
Each code in the background layer is a tile index in the corresponding &amp;lt;tt&amp;gt;sdat[123]&amp;lt;/tt&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
Each actor ID refers to the file with that ID - so an actor ID of 2 would mean the file named &#039;actor2&#039;.  Actor ID 0 is used if no actor is at that entry.  The positions refer to tiles - 0,0 being top left of the map and 19, 11 being bottom-right.&lt;br /&gt;
&lt;br /&gt;
Each object ID is an index into the &amp;lt;tt&amp;gt;objects&amp;lt;/tt&amp;gt; tileset.  An object ID of 1 maps to the first tile, ID 2 maps to the second tile, etc.  Object ID 0 is used if no object is at that entry.  The position is the cell number, with cell 0 being the top-left and cell 239 being the bottom-right.&lt;br /&gt;
&lt;br /&gt;
== Screen arrangement, holes and doors ==&lt;br /&gt;
&lt;br /&gt;
The screens are arranged left to right, ten levels wide.  Moving off the left or right of the screen subtracts or adds one to the screen number respectively.  Moving off the top or bottom subtracts or adds 10 to the screen number.&lt;br /&gt;
&lt;br /&gt;
Tile numbers 0xDC through 0xE5 are doorways.  Some look like holes, while others look like ladders out of the hole.  In an underground level, the exit back to the surface must use one of the ladder tiles, otherwise it will simply scroll to the next screen like normal.  This is not usually the intention when returning to the surface as there is less control over where the player appears.&lt;br /&gt;
&lt;br /&gt;
The first value in &amp;lt;tt&amp;gt;holeScreen&amp;lt;/tt&amp;gt; is for tile 0xDC, and the last value is for tile 0xE5.  Likewise for &amp;lt;tt&amp;gt;holeDestPos&amp;lt;/tt&amp;gt; which specifies the player&#039;s position on the destination screen.&lt;br /&gt;
&lt;br /&gt;
== Songs ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Episode !! Song ID !! Song filename&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || song1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || song2&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || song3&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || song4&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4 || winsong&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || bosssong&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;=6 || song33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
This file format was reverse engineered by [[User:Malvineous|Malvineous]].  If you find this information helpful in a project you&#039;re working on, please give credit where credit is due.  (A link back to this wiki would be nice too!)&lt;/div&gt;</summary>
		<author><name>LuisCoCo</name></author>
	</entry>
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