Alright, I sent you all the info that I have, please let me know if it reached you.
It did! Just wrote a quick answer to confirm this. It's indeed a lot of information that's highly valuable when trying to emulate existing game engine behavior (even though the focus is currently on the GDash engine, but support for certain aspects of the Krissz engine might be useful at a later stage).
There's one feature of Krissz Engine that's quite universal and that may be relevant to you as well (and I haven't mentioned it in my e-mail, so I'm mentioning it here): Krissz Engine is the only engine I'm aware of (choosing from C64, GDash and BoulderCaves[+] ) that gets the timing of the game perfectly right. [...] Basically, not all steps take exactly the same time in GDash (and the same is true for BoulderCaves and also even the original C64 games). In Krissz Engine, the time between steps is always the same [...] I'm not sure how GDash engine behaves in Rocks'n'Diamonds, but if this wasn't fixed yet, it may be a good thing to look into (not sure if you'd want to introduce it as an option or just the default, I'd say it should just be the default behavior and the steps should always be evenly timed if possible).
First of all, the GDash engine in R'n'D should behave exactly the same as in standalone GDash.
That said, cave timing is indeed a very interesting aspect of the game engine, and I know that the original author of GDash has put quite an effort to emulate it as close to the original as possible (that is, the original game on the Atari and C64).
And that's indeed the reason for the "uneven" timing of the game engine when playing most classic caves -- also see the post above regarding caves with lots of amoeba not running smoothly. The reason is that, on the C64, certain game elements (like the amoeba) required more CPU cycles than other (simpler) game elements, possibly slowing down the engine depending on game elements in the cave.
GDash apparently emulates this quite accurately, even for different cases like platforms (Atari, C64) and programs (BD1, BD2 etc.). This can be found in the "scheduling type" setting of the engine in the level editor.
However, there's also the scheduling type "milliseconds", which should guarantee a constant engine speed, regardless of the type of game elements on the playfield.
So my assumption is that the Krissz engine (probably having a focus on newly created games) simply does not bother with perfect speed compatibility of classic caves (which it also includes and which can be played with it, if I'm not wrong).
You can simply test this: Load the classic BD game into GDash (or R'n'D) and play with both the cave-specific (non-smooth) scheduling type settings, and the settings changed to "milliseconds". That should make the difference regarding slighly choppy or constantly smooth game engine speed and player movement.
So, in the end, "perfectly right timing" depends on what you want to achieve.
The default scheduling type for newly created caves in GDash (and R'n'D with GDash engine) should always be "milliseconds" (and a game cycle delay of 160 milliseconds for perfectly smooth player movement and scrolling).