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Black Crypt — Data Formats

A reverse-engineering field guide to the data formats of Black Crypt, the 1992 Amiga dungeon crawler from Raven Software / Electronic Arts.

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 formats
  • docs/blackcrypt/TODO.md — the single status surface for open work

These 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.