clipper.clp — Resource Archive
clipper.clp — Resource Archive
Section titled “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...]Directory entry (56 bytes)
Section titled “Directory entry (56 bytes)”| 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) |
Entry types
Section titled “Entry types”| 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) |
Image format
Section titled “Image 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 marker brackets
Section titled “The marker brackets”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 |
The marker brackets map to the Amiga
Section titled “The marker brackets map to the Amiga”Several brackets are byte-exact matches to Amiga banks:
- Keys (29) = the Amiga
bcdfakey-icon bank. - Key Holes (87) = the Amiga
bcdfb–bcdfnwall-decoration bank. - Floor Items (147) = the Amiga
bcdfafloor-item bank. - Speed Effects (73) = the Amiga BCSPEED spell-effect atlas.
- Throwing Items (Arrow + Dagger) = the Amiga
bcdfathrowing-projectile bank — but Sword and Hammer are DOS-exclusive projectiles the Amiga never had.
Palettes
Section titled “Palettes”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).