This is a question regarding behavior of the original game engine on the C64 or Atari (to implement it correctly in a BD remake engine) which is a bit hard to test due to randomness, but I'm sure a few people here might know how it should work right:
Imagine the following part of a cave (just two rows, three columns each), before the next scan starts:
Code: Select all
D D A
F S D
D == dirt
A == amoeba
F == firefly, moving right
Assume that during scanning of the first row, the amoeba grows to the left, giving the following:
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D A A
F S D
Code: Select all
D A A
S F D
As far as I can tell, the old (2010) version of the GDash implementation lets the firefly explode, because even though the newly created amoeba tile (to the left of the already existing amoeba tile) is marked as "scanned", it still gets the property "can blow up files" (causing the firefly to explode immediately in that same scan cycle).
In contrast to this, the current (2024) version of the GDash engine decides that a "scanned amoeba" does not have that property, and does not cause the firefly to explode (in this same scan cycle).
Which one is right here? I assume the newer (current) GDash version, but others might know for sure!