The game
How the 26 bcdfa–bcdfz files fit together, what ships on each disk, and
how the game loads them.
Start here
This site is a curated, human-readable companion to the raw reverse-engineering
notes in the repo’s docs/blackcrypt/. It documents how the game stores its
graphics, maps, sound, music and code — the bcdf* file formats, the Amiga’s
EHB display mode, the palette system, and how the Windows port differs.
Everything here is derived from byte-level analysis of the original game files, cross-checked against emulator savestates and the DOS port. Where a format is fully solved, this site says so and links to the evidence.
The game
How the 26 bcdfa–bcdfz files fit together, what ships on each disk, and
how the game loads them.
Start here
Graphics foundations
The Amiga’s EHB display mode, planar bitplanes, the blitter and its minterms, and the palette system. Read more
File formats
Every file format, one page each — from the big bcdfa container to the
map data in bcdfs.
Read more
Extracted assets
Galleries of the sprites, screens, textures and palettes pulled out of the game files. View assets
DOS version
The Windows VGA port’s clipper.clp resource archive and how it maps to
the Amiga files.
Read more
Status
What’s solved, what’s still open, and where to read the full evidence. See status
The raw, exhaustive notes live in the repository:
docs/blackcrypt/amiga/data-structure.md — the Amiga formats (the primary source)docs/blackcrypt/dos/data-structure.md — the Windows VGA formatsdocs/blackcrypt/TODO.md — the single status surface for open workThese pages are a curated summary. When they disagree with the raw notes, the raw notes win — they carry the full evidence, paths-tried tables, and corrections.