Gods

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Gods
There is no image of this game's title screen — upload one!
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Levels?Tick.png Editable
Tiles?Tick.png Editable
Sprites?Tick.png Editable
Fullscreen?Tick.png Editable
Sound?Emblem-important.png Partially editable
Music?Emblem-important.png Partially editable
Text?Tick.png Editable
Story/cutscenes?Emblem-important.png Partially editable
UI/menus?Emblem-important.png Partially editable
Demos?Tick.png Editable

Gods is a platform game by the Bitmap Brothers, published by Renegade in 1991 and ported to DOS in 1992. The DOS version is a direct port of the Atari ST original: all graphics are stored in the ST's native DEGAS low-resolution format and converted to EGA/VGA planar format by the graphics driver at load time.

Almost every data file in the game has a filename beginning with P. The P stands for "packed": every such file is compressed with PKWARE DCL Compression, regardless of its extension, and must be decompressed before use. The P is not part of the logical name the game uses internally (e.g. PLEV1A.MAP is loaded as lev1a.map). The only data files without the prefix, SINCOS.DAT, BEZIER.DAT and HISCORES.BIN, are also the only uncompressed ones.

The extension does not reliably indicate the format: .DAT is used for sprite atlases, demo recordings and lookup tables. Always decompress first, then identify the file by name.

The game world is made of four worlds, each split into two sublevels (A and B). Filenames use the world number and the sublevel letter, e.g. PLEV3B.MAP is world 3, sublevel B.

Tools

Name Platform Archives Levels Graphics Music Sounds Text Saves .exe patch Notes
re-gods Web browser N/A Edit Export Export Export Some No No Open-source HTML5 port of the game, with an level editor (tiles, collision, objects, triggers and messages; saves playable .MAP files) and an asset viewer (images and sprites to PNG, music to MIDI, plays the sampled music). Needs your own copy of the game files.

File formats

Filename Format Details
P*.* (all packed files) PKWARE DCL Compression Compression wrapper around every P-prefixed file
P*.PI1 Gods Image Format Full-screen images and sprite sheets (Atari ST DEGAS)
PBITS??.PI1 PXTRA??.PI1 Gods Tileset Format Background tiles for each level
PALWAYS?.DAT POBJ?.DAT PLEVEL??.DAT PGUARD??.DAT ... Gods Sprite Format Sprite frame lists for the matching .PI1 file
PLEV??.MAP Gods Map Format Levels: tiles, objects, messages and triggers
PALFILS.0?? Gods Level Data Format Per-level hint text, spawners, levers and trap doors
POBJECTS.00? Gods Object Table Format Object names, descriptions, categories and values
PWEAPONS.00? Gods Weapon Table Format Weapon names, power and shop prices
PGOD0?.PAT Gods Path Format Scripted movement paths for flying enemies
PJOY??.DAT Gods Demo Format Recorded input for the attract-mode demos
PGODS.MUS PMUSIC.MUS PGODMUS2.MUS P*.RL Gods Music Format Music and sound effects (containers of Standard MIDI Files)
PDEMOSB4.SB Gods Sample Music Format Sound Blaster title music (digitised samples plus a sequence script)
HISCORES.BIN Gods High Score Format High score table and saved passwords
GODS.INI Gods Configuration Format Hardware and key configuration
SINCOS.DAT Gods Sine Table Format Sine lookup table
BEZIER.DAT Gods Bezier Table Format Cubic Bezier basis lookup table
PBUMLIST.BIN Gods Worm Head List Format Animation list for the world 4 guardian's head
PPLAYER.BIN PTANDY.BIN PBEEPER.BIN N/A Sound engine code (Sound Images, 1991), not data. PPLAYER.BIN drives OPL2, Sound Blaster and MPU-401.

Notes

  • Many table files carry dead fields that the game never reads (for example the second word of every sprite record, and the header table at the start of every map). These appear to be left over from Bitmap Brothers' development tools and can be set to zero.
  • Most multi-byte values are big-endian, because the data was authored for the Motorola 68000. Exceptions are noted on each format page.
  • GODS.INI and HISCORES.BIN are written by the game and the installer, so their contents differ between installations.

External links

  • re-gods – play the HTML5 port in your browser (load your own copy of the game files)
  • re-gods on GitHub – source code, plus detailed reverse-engineering notes in the docs/ folder