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Disk Layout

The game shipped on three 880 KB floppy disks. The layout is a hard constraint that corroborates how the tilesets are selected: the disk a level’s tileset lives on always matches the level’s own disk.

Disk 1 (GAMEDISK1:) Disk 2 (GAMEDISK2:) Disk 3 (GAMEDISK3:)
bcdfa, bcdfo bcdfb, bcdfc, bcdfd bcdff, bcdfg, bcdfh
bcdfp, bcdfq bcdfe, bcdfm, bcdfn bcdfi, bcdfj, bcdfk
bcdfr, bcdfs, bcdft bcdfu, bcdfv, bcdfx bcdfl, bcdfy, bcdfz
bcdfw (icon) — —
configuration.dat — —

The per-level monster stores (bcdfb–bcdfn) and the tilesets are opened by name from the decompressed bcdft image, using a patched "bcdf?" template. The two volume strings "GAMEDISK2:" and "GAMEDISK3:" also live in that decompressed image, and the level-entry routine PEAs whichever one the current level needs before opening its tileset.

Notice the pattern:

  • GAMEDISK2 carries bcdfb–bcdfe, bcdfm, bcdfn (levels 1–4, 12, 13) and exactly one tileset, bcdfx.
  • GAMEDISK3 carries bcdff–bcdfl (levels 5–11) and exactly two tilesets, bcdfy + bcdfz.

No level ever needs a tileset from the other disk.

Three ADF images exist at data/blackcrypt/amiga/adf/, each 901,120 bytes (standard 880 KB DD). They have a valid Amiga OFS/FFS filesystem with the root block at sector 880.

bcdfw (457 B) starts with the bytes E3 10 00 01 — the standard AmigaOS DiskObject magic (0xE310) + version 1. It’s a Workbench drawer icon, not tileset data. The installer program InstallCrypt copies it to the destination during setup so the newly created game folder gets a custom Workbench icon. It is never opened by the running game.