cirix wrote:- bd1/no1: technical reasons. no one's final boulder was the first collection i imported to the game. its files on the disk are a little bit different than the in-memory bd1 cave data documented by Peter Broadribb - the no one file was missing some bytes, colors and the like. the .no1 files are c1541 -extracted from finalbd.d64.
Interesting. I never did take a look at the actual file format. Its own format, just to save some bytes for colors? That sounds insane.

cirix wrote:- crazy light caves: you can use the any2gdash tool to import them from a c64 snapshot. my game does not have a labyrinth generator yet...
I guess, the labyrinth generator can't be automatically imported anyways, because it is hardcoded in the Crazy Dream 9 engine, and only used there. I wanted a quick way to use the CLCK as usual, and added those mazes in the engine (including the title screen).
I noticed that most Crazy Dream 3 caves are broken (those can crash the game). IIrc, I did some extensions to the drawing instructions. I don't have any documentation for them, unfortunately. Though, I think, I used the spare bytes after the colors for Diego Effects.
Both issues would be of an equally low priority as the Crazy Dream 7 engine, I guess, since there is only one game using them.
I see that PLCK caves don't get their names or selection table converted. My XXX2DAS code has a detection for named PLCK caves, and it reads out the selection table in all cases. (No PLCK engine displays those names, though)
And 1stB/CrLi cave names should be no problem either, since they are documented in the Dash-FAQ.
About the chasing Boulders, that's one of the little parts of the code, I never touched, so reading through disassemblies is the only way to be accurate, I'm afraid.
Crazy Dream 1 and De Luxe Caves 3 require diagonal movement for all caves. It's an engine wide hack in those games, which was later added to 1stB as an per cave option.
Some caves of mine require the buggy BD1 magic wall behavior. Not only do they behave different then intended, but they aren't playable at all: De Luxe Caves 1 Cave L, De Luxe Caves 2 Cave A, Deluxe Caves 3 Cave A
And are you following the discussion about BDCFF definitions over here?
http://www.artsoft.org/forum/viewtopic.php?t=1547 A lot was cleared out in the last few weeks and probably still will. So BDCFF support should be considered alpha state for now.