I definitely need to come up with a sort of Manual of How Things Should Work for shops. I hate when some options leave the inventory box open and with the last thing drawn, while the cursor is off choosing buy/sell/exit again or whatever...
And, oops. I didn't mean to imply A AND B had to be pressed at the inn, just either of them. And the save menu could use a bit of a touchup I suppose... but that will have to come later and I'm so bad at taking notes of what I need to work on eventually.
Reminder that you shouldn't be able to press start at the name selection screen if there's only blank spaces for a name...
Work in progress. Actually started on this right after changing the box sizes!
Some notes on the difficulty of this task and the layout:
The screen is 32 tiles wide and 30 tall.
The Enemy roster box can be squeezed down to 10 tiles (box sides, 8 letter names).
The Player name and HP box is currently 9 tiles wide.
That leaves 13 tiles for the command box. | FIGHT HIDE| -- will just barely fit with the cursor overlapping the box or the left-side command.
Can save 2 tiles by having box sides overlapping.
Battle Turn display might need to be dropped.
Not sure where to put ailment and hiding icons. If I keep them behind the characters, I would disable the heart from displaying, and icons would only show up when they have a bad ailment. I don't know what's going on with those 2s; I'm currently poking that particular bit of code. (It used to display all the names and everything, but only displaying one icon should hopefully lesson the delay between turns in battle.)
Enemies: They gotta move up some. From backdrop to characters, there's 16 tiles of battle space, leaving 14 for messages and boxes. That's as much as is needed for a box with the names and HP to have a space between rows. So, it will fit. IF.
I can move the enemies. I've already looked at their attribute byte code quite a lot, and some of the math used to figure out what the attribute bytes should be set to hurt my head. I'm hoping that moving them will simplify things a lot. Small enemies would fit within their own boxes. Larger enemies would overlap some...
But having more horizontal space, I would move the smaller enemies in mixed formations forward, which might mean having the 9 small enemy formations moved forwards too.
The last thing I want to figure out is how to keep the name/HP box displaying after being drawn over. For sure the magic box will overdraw it. I'm thinking tweaking the undraw box codes so that it undraws all BUT this one box... And considering the convoluted mess the box drawing is, I don't know if that will be easier or harder than moving the enemies and having their colours work.
One last quality change I want to make to enemies, if I can do all this, is to flash their attribute bytes when they attack, as a way to know which enemies have taken a turn. Its not super necessary but its something I wanted to see, to help make the battles more lively.
Also I got the numbers reversed for the HP. Here's how it should look: