After some testing, I noticed a few incompatibilities.
Biters eat dirt first and then dirt2. There should be no such priority. In fact, the graphics is the only difference, as dirt2 really converts to normal dirt via the effect table and only the different graphics stay. Acid, bladders and slime are also effected by this, ie. their behavior and effect settings should handle dirt and dirt2 exactly the same.
Water grows in all 4 direction in Gdash. Even if this behavior seems reasonable, it is not the way CD7 has implemented it. The water was inspired by Miniboulder in which it also has the odd property of never growing down. Maybe you could add a switch to make growing down optional.
Suicide produce a 9x9 explosion. In 1stB, CrLi there is only one explosion puff. This sure makes a difference in puzzle design.
In 1stB and CrLi imports, Voodoo Dolls are flagged "can be destroyed" which shouldn't.
In 1stB and CrLi imports, "uppermost player active" is not checked, but it should.
In 1stB and CrLi imports, "Magic wall timer waits for hatching" should be checked, but isn't.
In CrLi import, "PAL timing" should be always active. The CrLi engine has NTSC detection, and even adjust the game to PAL timing on those machines.
"C64 scheduling" is getting close, but explosions are far too fast. Very noticeable in "Crazy Dream 9" "Two Deaths" for example.
In 1stB V2.2 caves, you can assume dirtmod always active and give amoeba the same color as slime. V2.6 caves should remains as they are now, though. That would be the only difference between V2.2 and V2.6, not even directly related to cave format. Since there is a bug turning V2.6 caves into V2.2 under certain conditions, you should assume all V2.2 caves actually V2.6 if there is any V2.6 cave present.
In the HTML gallery, falling walls are not marked as such.
If "slower explosions" are checked, the bdcff files says "ShortExplosions=true" and vice versa. Which should be the opposite as a slower explosion really is a long and not a short explosion.
In BDCFF files, caves shouldn't contain a map section and a objects section at the same time. There is a map object defined which should be used instead.
Code: Select all
Map=x1 y1 x2 y2 [element] map
Fill a subsection with a map with char codes as in a [map]-section. The map begins in a new line.
If element is given, only draw this element, ie. all other characters are considered background.
Also defining random settings don't make sense when the cave is covered by a map.
And I agree, the auto scrolling seems a bit strange in the editor. Maybe you could capture the mouse, so it can't leave the cave window and just scrolls instead when moving against the borders. Similar to the CrLi construction kit.