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clipper.clp — Resource Archive

clipper.clp (1,151,267 bytes) is the Windows version’s resource archive. It uses a simple directory + raw data layout:

[2 bytes] entry count (uint16 LE) → 816
[816 × 56 bytes] directory entries
[raw data...]
Offset Size Type Description
0x00 40 char[] null-terminated name string
0x28 1 uint8 entry type
0x2A 4 uint32 data size (bytes)
0x2E 4 uint32 data offset (from file start)
0x34 2 uint16 width (images only)
0x36 2 uint16 height (images only)
Type Count Description
0x01 34 Markers (separator/navigation entries)
0x02 751 Images (raw 8-bit indexed, no compression)
0x03 7 Palettes (256 × 3 bytes RGB, 768 bytes)
0x04 22 Sound effects (raw IFF or WAV)
0x05 2 Speed effects (unknown format)

Images are raw indexed pixels — 1 byte per pixel, dimensions stored in the directory, no compression. The palette is chosen by image-name context. Transparency uses two known background colours (brown 95,67,51 and cyan 0,255,255), detected and made fully transparent.

The 35 type-0x01 marker entries form 17 Start X / End X brackets, and crypt.exe looks those bracket names up by string at runtime — so they’re the game’s own resource taxonomy, not incidental separators. Every one of the 505 unnamed image entries falls inside a bracket:

Bracket Entries Geometry
Speed Graphics 73 all 16×16 (spell effects)
Faces 8 4 × 111×90, 4 × 31×24
Keys 29 all 8×14
Key Holes 87 29 each of 16×20 / 16×15 / 16×11
Throwing Items 12 4 weapons × 3 depths
Items 175 all 24×24
Misc 5 all 24×24
Chest 19 all 32×29 (chest armour)
Floor Items 147 49 groups × 3 depths
Monsters 14 mixed

Several brackets are byte-exact matches to Amiga banks:

  • Keys (29) = the Amiga bcdfa key-icon bank.
  • Key Holes (87) = the Amiga bcdfb–bcdfn wall-decoration bank.
  • Floor Items (147) = the Amiga bcdfa floor-item bank.
  • Speed Effects (73) = the Amiga BCSPEED spell-effect atlas.
  • Throwing Items (Arrow + Dagger) = the Amiga bcdfa throwing-projectile bank — but Sword and Hammer are DOS-exclusive projectiles the Amiga never had.

Seven palettes, each 768 bytes (256 × RGB):

Palette Usage
Palette default/dungeon rendering
Automap Palette automap view
Character Gen Palette character generation screen
Options Palette options/UI screens
Title Palette / 2 / 3 title screen variants

The DOS Character Gen Palette is the Amiga chargen palette, re-scaled — both store the same 4-bit component n; Amiga renders it n × 17, DOS n × 16 (94/96 components match).