Almost all of the ASM work is done. The text speed has been dramatically increased.
We added a font shadow by using an extra color, however, this color is shared by other graphics. There's two places which using the extra color is problematic...
The password screen (the colors surrounding the top screen should be dark grey not black)
Elina's portrait in a dark background (the shadow should be black). In the video, the font shadow is black so it hides the error, but we want this to be grey...
We came up with theoretical solutions for each.
1. Change the palette the border chooses from.
2. Prevent the shadow from writing to the screen when a certain palette is black.
However, the question is how to we use the FCEUX's debugger to trace the graphics? In other words, how would we use the FCEUX debugger to track where the palettes onscreen are assigned and how the game writes tiles onscreen? Having font shadows makes the game look a lot nicer, but it's not completely necessary.