OK, I'll just post my little report here, this can't be too wrong
One bug I found (it was also there in the unported version):
In some caves the magic wall timer is set to zero when in fact it shouldn't be (and makes the cave unsolvable). One example is Gerd van den Heuvel's "Hill Dash", cave 4. Surely more examples exist, and probably the amoeba timer is affected the same way as well in some caves. I believe this is s misinterpretation by GDash of the original settings - if the cave creator forgets to set the magic wall time, then it runs forever in the default settings of most BD engines, and this might have been mistranslated to "timer 0" by GDash, leading to the exact opposite - the magic wall only runs for one single frame!
If I'm right, then the question would be how to fix it best. Is it necessary to fix every single cave where the bug occurs, or could it be possible to fix the misinterpretation itself so that all those caves work properly in one go?
As strangely as it sounds, it would also make sense to ADD two bugs from the BD1 engine because they were exploited by some early fancaves:
1. The magic wall bug that the cavescan restarts every time the magic wall converts a boulder. This has several consequences for the gameplay:
a) The magic wall can stop the amoeba. This is already implemented, and the implementation works perfectly 1:1 like in the BD1 engine. Nothing to improve here!
b) Choppy movements - while the magic wall runs. This is more or less only annoying, so not necessary to implement in GDash IMO. But:
c) (!!) Some of the boulders can get lost if a lot of boulders are converted at the same time. At least Don Pedro exploited this in two of his caves: BD5-I and P. For example, in cave P, there are 40 boulders above the wall, and if Rocky just converts them as quickly as possible, then he'll get only ~35 diamonds in the end! The intended solution is therefore to convert the rocks more slowly, so that none get lost. In GDash, these caves are significantly easier. On the other hand, however, I'm almost certain that no solvable caves are made unsolvable in GDash because the bug isn't there.
So I think it's not something essential to fix, but if it's easy to program, then it would be nice of course
2. The second BD1 engine bug has to do with the cave border. If anything other than titanium wall is placed there, this elements tends to behave strangely. For example, in some BD3 caves, the inbox is inside the titanium border, and if Rockford or a fly returns to /moves into this gap, then it cannot move anymore. As for the BD3 caves, this is just a funny bug, but actually some fancaves used this for their caves. Examples:
a) Don Pedro BD10-L: Also here the start is inside the titanium border, and Rocky must prevent a firefly (ghost) from moving there because it would be glued, and Rockford needs all fireflies to crush walls. So the absence of the bug in GDash makes the cave significantly easier.
b) Frusti Dash, cave A: The amoeba is inside the titanium border and if I'm not mistaken, the amoeba is unable to grow in the original because of the bug. If a butterfly gets crushed by the amoeba, then some of the diamonds are created inside the border, and those diamonds always remain in their birth state so they cannot fall and cannot be collected. Without the bug, this cave is just a standard butterfly-amoeba cave without anything special.
Also I noted some missing fangames. I'll make a list as soon as I have checked them all
And I have a problem with the "cave settings" window in the editor (where required diamonds, time etc. can be set). The window is too big for my monitor ao that the "OK" button in the lower-right corner is outside my screen. So currently I can't really work with the editor because I cannot save any settings! (In the old GDash version, the windwow was smaller, just small enough so that my whole screen is filled from top to bottom.)