File Inventory
File Inventory
Section titled “File Inventory”The game’s data is spread across 26 files named bcdfa–bcdfz. Here’s what
each one is. Loader column shows which code opens the file; the tilesets and
monster stores are opened by name from the decompressed bcdft image (see
the loading mechanism).
| File | Size | Kind | What it holds |
|---|---|---|---|
BlackCrypt |
12,700 B | HUNK executable | Main program; opens the overlays + config |
bcdfa |
197,894 B | Mixed container | Spell effects, item icons, paperdoll art, floor sprites, sound, fonts, UI panels |
bcdfb–bcdfn |
48–72 KB | RLE monster sprites | Per-dungeon-level monster graphics + wall decorations + sound |
bcdfo |
63,010 B | Portraits + UI | 36 character portraits + UI elements + fonts |
bcdfp |
23,960 B | HUNK overlay | All 3D rendering, blitter routines, game logic, item/class tables |
bcdfq |
87,220 B | HUNK overlay + data | Intro screens + music engine; holds 3 palettes |
bcdfr |
138,560 B | Full-screen images | 4 screens: Raven logo, Title, Logo banner, Plot |
bcdfs |
171,005 B | Map data | All 13 dungeon maps (not a save file) |
bcdft |
85,684 B | HUNK overlay (7 hunks) | LZ77-compressed game code + data — item names, strings, tables |
bcdfu |
141,388 B | HUNK overlay | Endgame/epilogue player; shared RLE decompressor; sound; 5 palettes |
bcdfv |
191,917 B | Ending sequence data | 16-block container: screens, font, narrated panels, credits |
bcdfw |
457 B | Workbench icon | A DiskObject drawer icon, installer-only, never opened by the game |
bcdfx |
144,169 B | RLE tileset | Dungeon tileset — levels 1–4 & 12–13 |
bcdfy |
117,937 B | RLE tileset | Dungeon tileset — level 5 only |
bcdfz |
160,806 B | RLE tileset | Dungeon tileset — levels 6–11 |
configuration.dat |
8 B | Config | Keyboard config (MLONF_ + 0x0100) |
The three tilesets at a glance
Section titled “The three tilesets at a glance”bcdfx, bcdfy and bcdfz are the three dungeon tilesets. Each is a bare
concatenation of chunks whose directory lives in the executable (decompressed
bcdft), not the file itself — which is why naive RLE-scanning of them fails.
| File | Levels | Accent ramp | Sub-images |
|---|---|---|---|
bcdfx |
1–4, 12–13 | 0 (tan) / 3 (grey) | 84 |
bcdfy |
5 | 1 (violet) | 47 |
bcdfz |
6–11 | 2 (bone/cream) | 84 |
What’s not a file
Section titled “What’s not a file”BCSub is not a disk file — it’s a runtime message port the game creates
with CreatePort("BCSub") to pass tile descriptors between two tasks. There is
no BCSub data file.
Full detail
Section titled “Full detail”Each file has its own page under File Formats. The byte-level evidence for every row above is in the raw notes.