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Dungeon Textures

The three dungeon tilesets (bcdfx, bcdfy, bcdfz), shown through real, 208×140 first-person viewport renders produced by @seer/dungeon, the same walker package that backs the interactive tools/walker/ harness. Served from /assets/blackcrypt/amiga/textures/.

Each tileset is shown at its accent ramp, cycling through a handful of real poses picked from the actual explored maps (hover to pause):

bcdfx — levels 1–4 & 12–13 (tan / grey) — open corridor, side walls receding to a far wall (map bcdfb @ 57,1 facing E)bcdfx — levels 1–4 & 12–13 (tan / grey) — search alcove set into the left wall (map bcdfc @ 35,2 facing W)bcdfx — levels 1–4 & 12–13 (tan / grey) — wall plaque (map bcdfd @ 34,1 facing W)bcdfx — levels 1–4 & 12–13 (tan / grey) — stairway (map bcdfc @ 28,24 facing S)bcdfx — levels 1–4 & 12–13 (tan / grey) — a locked door’s wall decoration (map bcdfc @ 28,21 facing N)
bcdfx — levels 1–4 & 12–13 (tan / grey)
bcdfy — level 5 (violet) — open corridor, side walls receding to a far wall (map bcdff @ 45,1 facing E)bcdfy — level 5 (violet) — a floor item (map bcdff @ 38,4 facing W)bcdfy — level 5 (violet) — stairway, centred and close (map bcdff @ 1,13 facing E)bcdfy — level 5 (violet) — a pull-chain door switch (map bcdff @ 3,1 facing E)
bcdfy — level 5 (violet)
bcdfz — levels 6–11 (bone / cream) — open corridor, side walls receding to a far wall (map bcdfg @ 43,4 facing E)bcdfz — levels 6–11 (bone / cream) — search alcove (map bcdfg @ 39,5 facing N)bcdfz — levels 6–11 (bone / cream) — wall plaque (map bcdfl @ 8,1 facing W)bcdfz — levels 6–11 (bone / cream) — stairway (map bcdfg @ 9,15 facing S)bcdfz — levels 6–11 (bone / cream) — a locked door’s ornate iron decoration, dead ahead (map bcdfg @ 9,13 facing N)
bcdfz — levels 6–11 (bone / cream)

The raw atlas PNGs remain available in the repository’s extracted assets for inspecting individual sub-images.

Each tileset is a bare concatenation of chunks whose directory lives in the executable, not the file. The 84 named sub-images (47 for bcdfy) include side walls, front walls, ceiling, floor, doors, pits, pillars, alcoves, plaques, stairs, pull chains, panels, fountains and wall buttons. See bcdfx/bcdfy/bcdfz.

These are real game output, not illustrations

Section titled “These are real game output, not illustrations”

Earlier versions of this page showed hand-composited mockups: a script picked plausible-looking dest positions and stacked a fixed “corridor + centrepiece” layout together by hand, because at the time there was no working renderer to produce actual game output. That’s no longer true. @seer/dungeon is now a verified walker — it reproduces the game’s own view-geometry walk (buildViewList), draw order (compositeDrawList/paintOrder) and indexed palette compositing byte-for-byte, and every image above is that exact pipeline run headlessly (www/scripts/render_dungeon_views.ts) against a real (map, x, y, facing) pose from the actual exported dungeon data — the same inputs tools/walker/ renders interactively in a browser. There is no separate “illustration” step anymore: this page’s build now fails if the real renderer fails.

Every pose below is reproducible: run the interactive harness (npm run dev at the repo root, then open tools/walker/index.html with these query params) and it renders the identical frame pixel-for-pixel.

bcdfx

view map cell facing shows
corridor bcdfb (map=1) (57, 1) E open corridor, side walls receding to a far wall
alcove bcdfc (map=2) (35, 2) W a search alcove set into the left wall
plaque bcdfd (map=3) (34, 1) W a wall plaque
stairs bcdfc (map=2) (28, 24) S a stairway
door bcdfc (map=2) (28, 21) N a locked door’s wall decoration

bcdfy — this tileset’s own atlas (46 sub-images vs. 83 for bcdfx/bcdfz) has no alcove or plaque art at all, so its set shows a floor item instead — a real fact about the tileset’s art, not a gap in the walker:

view map cell facing shows
corridor bcdff (map=5) (45, 1) E open corridor, side walls receding to a far wall
floor-item bcdff (map=5) (38, 4) W a floor item
stairs bcdff (map=5) (1, 13) E a stairway, centred and close
door bcdff (map=5) (3, 1) E a pull-chain door switch

bcdfz

view map cell facing shows
corridor bcdfg (map=6) (43, 4) E open corridor, side walls receding to a far wall
alcove bcdfg (map=6) (39, 5) N a search alcove
plaque bcdfl (map=11) (8, 1) W a wall plaque
stairs bcdfg (map=6) (9, 15) S a stairway
door bcdfg (map=6) (9, 13) N a locked door’s ornate iron decoration, dead ahead

Facings are N/E/S/W, matching the walker’s own 0/1/2/3 encoding and the harness’s facing URL param (e.g. ?map=1&x=57&y=1&facing=1 for the first bcdfx row).