Ah, yeah, the item box doesn't undraw the command box, so there's the command box border behind it now...
Also, how do you feel about having it be renamed to "Def." and squishing the command box a tile to the left again?
Hmmm... nah. I'd like it better if the item box was wider than the command box be squished.
Ultimately, I'm going to want to have the command box have 2 pages.
I feel that having the extra space for longer command names is worth the extra effort.
And speaking of longer names, I was wondering if something could be done for the class names?
Unless I'm mistaken, it would just require rearranging the character creation and status screens as the class names don't currently appear anywhere else.
Woo! That's the point of this; to make it easier for people to do the changes they want to see!
Groovy! There are a ton of text changes in my future by way of re-translating many of the enemy, equipment, spell and item names.

The guard command was tricksy. It needs to take effect at the start of the turn, but there's nothing already set up for applying effects before enemies get a chance to act, so I triggered it to happen basically once you choose the option. But then it has to undo itself if you go back, otherwise you just set up a defensive boost while doing something else!
It uses the battlestate stat--same as hiding, but its $80 instead of $10. Which meant the code for showing an icon was already set up, so I figured why not--then I had the icons update immediately after each command input, because they weren't updating at the start of the turn for some reason. So if you had two characters guarding, neither one would have a shield icon show up until someone else took an action. *shrug*
So the way it works is, when an enemy does a physical attack, it loads the player's stats into the defender stats at $6030. While its doing that, is when it applies the defensive buff. That way its not directly editing the defense stat, the way Fog does, so it doesn't persist between turns.
I like it! It's kinda like what is called in Pathfinder RPG a "swift action".
Thanks! I actually wrote a bunch of new songs for the hack I was doing before, but I don't think any of them fit in FF1. And FF1's music is mostly good. The only songs I don't like besides the old cave song are the airship and floating castle. And that's just more a personal "eh, the melodies aren't that great to me" thing than an "ouch my ears are crying" thing. I still need to finish up work on that Fiend battle song I was doing and put it in... I really didn't like the remakes' new music, so I have no desire to try to put it in here or ask the person who put it in their hack. But if someone else wants to reach out to them for the score I can set it up as a branch in github?
With all due respect to the person that did those down-mixes (something I could never do without excessive effort and time), I don't really like the 8-bit versions of those songs. They sound a bit too noisy to me, if that makes any sense.
Truthfully, I'm not super in love with most of the new battle music in the remakes.
I think that any new battle music added to the game should be different and bad ass like the battle songs from the other games.
Of the new music in the remakes, the ones that I think would be worth while to receive new 8-bit arrangements are:
"
Opening Demo",
"
Church" (I'd use this for the Elfheim town theme),
"
Ruined Castle" (but only as a basis for a new creepy song for the Earth Cave, just take the castle theme out of it and replace it with something new),
"
Deep Place" (as the basis for a new song for the Sea Shrine, right now it's just has a copy of Chaos' Temple with a different tone),
and "
Inside a Boss Battle" (this is the one battle song I feel stands on it's own, it would make a good theme for non-fiend bosses; I still want the old dungeon theme for mini-boss battles).
Actually, how can I change the battle music?
PS-
I have always liked the Floating Castle theme, I just think it could use some reverb.