it seems that it's ok to do small self-promotion here, so why not. ;-) this is cross-post from Arno's BD forum, i hope it's ok.
Miho Dash is BD-compatible engine written in Miho Scheme. because i needed something to test my Scheme implementation with, and why not BD? ;-)
it features:
support for almost all objects from GDash.
BDCFF loading (of course).
database with all games from GDash (in exported BDCFF format).
cave statistics: the program records each cave play attempt, the outcome (died, finished, skipped, etc.), cave score, collected diamonds, and so on.
automatic engine-independent replay recording: every finished cave run is automatically saved.
quicksave and quickload: you can save current cave state, and reload it if you did something wrong.
single-step mode, so you can record "perfect replays". ;-)
some configurable special effects, like camera shaking on explosions.
tile recoloring using HSL color scheme, based on cave hash (i.e. each cave always has its own color).
user can attach personal comments to games and caves. it is also possible to rename games and caves while keeping the original BDCFF intact.
all caves are hashsummed (map only, map and gameplay options), so it is easy to find duplicate caves. it was done because i wanted to know how many different caves are there. ;-)
proper handling of "left+up" and such keys: Rockford will go in zigzag pattern instead of preferring the single direction.
planned features:
cave editor which will record editing commands (a-la BD1/BD2 engines), featuring "tree undo" feature.
the novel feature of Miho Dash is engine-independent replays: the engine records all game board changes and important events (sound played, something exploded, etc.). it is possible to replay demos without the full BD engine implementation: you only need to know how to draw various objects. this is much more flexible than simple movement recording (but a lot bigger too — one replay takes about 30-100 kb). documentation on the replay format will be included with the released game source code.
i am working on the tech demo build.
p.s.: ah. the game is GPLed. Miho Scheme may be FOSS-ed later, i haven't decided yet.
and now some screenshots…
Attachments
UI
2025_10_31_04_44_13_1024x722.png (12.05 KiB) Viewed 91 times
color schemes
2025_10_21_14_33_29_1024x722.png (21.15 KiB) Viewed 91 times
color schemes
2025_10_21_14_33_09_1024x722.png (21.39 KiB) Viewed 91 times
not yet, sorry. i'm still working on the second tech demo. hope to make it avaliable Really Soon. i was planning to publish it with the announce, but of course i found several nasty bugs. ;-)
it is somewhat hard to work on the game, because… i just need to… ahem… playtest one more cave, you know, just to be sure… it's only 20,000 caves, i should playtest them all! ;-)
p.s.: graphics is not mine, i "stole" it from GDash. but yeah, i like it's "classic look", that's why i used it. and dynamic recoloring makes the looks less dull.
Last edited by ketmar on Tue Nov 04, 2025 3:31 am, edited 1 time in total.