I mainly write what's not working for the games which come with Gdash. And since they are bundled, they should work.
CWS wrote:There are soooo many different engines, I think mostly very costomized. Do you think it is possible to implement all of these engines into GDash and its converter without risking any intersections?
It's not simple, but if the converter looks at certain tables or routines, it is possible.
The most tricky part are those "unused bytes" $16 and $17 in BD1 engines which are in fact used for general purpose in all those different extensions, maybe $00 as well. A very interesting extension is Frusti Dash (I didn't took a look at the code, yet), for which we would need even some more BDCFF extensions.
The BD2 extensions by Rockford are easy and already implemented.
Still missing is PLCK with global Diego effects, though this should be easy to detect. Whenever a PLCK cave without Diego effects is found, we could just insert the hardcoded bytes from the engine to them.
Also global diagonal movements in BD1 and PLCK could be detected by looking at the code which decides the direction of walking.
And here is yet another global mod: Deluxe Caves 1 has vertical growing walls. Also detectable by looking at the growing wall code.