Chayan's Boulderdash, cave 14
Check if it works fine in the original engine.

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You're probably right, so choose wisely what to play.igormakovsky wrote: ↑Sun Mar 29, 2026 4:03 pm Not a single common human life will be enough to play all of those! Thank you.
Congratulations, you were fast enough with the download of the new package, for which I accidentally activated that feature that is still work in progress, and which I deactivated again soon after, and updated the package accordingly.Question: many rooms got comment-like texts in level info since the latest update. That's pretty neat, but how does Trischi leaves them there like in the following screenshot? Is that some sort of a feature for Krissz engine?
As can be seen, this is an "old engine" cave, which unfortunately is not fully compatible with R'n'D's native BD engine (which is fully compatible with the "new engine", but not with the "old engine"). But this is indeed an interesting cave in that regard! Apparently (as you already mentioned) the hatching time in the old and new engine is different. So maybe this could be adjusted in the BD engine, to better support the "old engine" caves! I will have a closer look at it (both when played with R'n'D's BD engine, and with the original Krissz BD engine) and see what I can do about it.igormakovsky wrote: ↑Mon Mar 30, 2026 1:15 pm This level seem unsolvable from the beginning, where the hatching phase tooks too long to be able to run away safely:
Chayan's Boulderdash, cave 14
Check if it works fine in the original engine.
OK, just fixed it! The old Krissz engine must be played with a hatching time that is two game cycles (game frames in BD notation) less than the new Krissz engine to behave exactly like in the original (old) Krissz BD engine. With the correction, this level can be solved now.I will have a closer look at it (both when played with R'n'D's BD engine, and with the original Krissz BD engine) and see what I can do about it.![]()
Great!
I forgot to mention that a new version of Rocks'n'Diamonds is already available that contains the correction mentioned above:artsoft wrote: ↑Mon Mar 30, 2026 11:46 pm OK, just fixed it! The old Krissz engine must be played with a hatching time that is two game cycles (game frames in BD notation) less than the new Krissz engine to behave exactly like in the original (old) Krissz BD engine. With the correction, this level can be solved now.
All cave sets of the Krissz cave collection should play in the larger screen size (30x18 tiles) used by the Krissz engine by default -- if it doesn't, check the "graphics" settings in the "custom artwork" setup menu if you have configured a different artwork to override the current one.What makes the cave set run in 20x12 instead of the Krissz window size?
You mean the classic BD caves in the GDash cave collection? These are played with the classic default screen size of 20x12 by default, but can easily be played with Krissz engine style 30x18 screen size by using the Krissz engine graphics set in the "custom artwork" setup menu and using the "override: yes" option (to force using the Krissz style artwork instead of the classic BD artwork).I would like to play First Star games in the larger window but I don't see where that is specified.