Well, that's a bit difficult. Technically I'm have made quite a few changes in the design. I don't know if you changed the names of the entities.
The engine is very dependant on a data structure and integrating new entities is not so straight foreward anymore as in the orginal game.
Also, the levelbackgrounds can now be created with scenemapedit, to take div out of the loop. In the future, I want to transform the design in a more generic object oriented platform engine. Right know I'm trying to preserve the orginal design intend of malvado. Basically I only wanted to extend it and make it editable. When I'm revising features in the engine, I have to keep track of quite a few source files and change them in a certain order, because of the lev files' data structure. The lev files are extracted to source, data structure changed, datextract
(tool that extracts lev files to a compilable source) changed, then engine, mapedit, preview etc have to be changed and tested. So it's quite complicated and sometimes I simply forget to check certain things. Also I want to make it more memory efficient, and I'm not working on it all the time.
The design has become so complicated, that even I get lost in it.