For those who don't like technical aspects too much, but prefer eye candy of resulting progress instead, here's a little thing I've worked on for the last three days or so (don't mind the lack of sounds, it's extremely rough):
http://youtu.be/W9hzL_ilJ98It's a demonstration of the FF4 menu remade entirely from scratch and with very little effort thanks to the C code (C++ should also be usable). A good portion of this menu actually comes from my own engine used in Red Moon, just because the way things can interface are extremely generic and easy to use. Mind you, what took me the most to work wasn't the menu logic itself, but all the weird manners the FF4 data is stored.

If something as "complex" as a menu can be created this easily (creating a tiny bit of this in assembly took me almost a week and everything was extremely error prone), imagine extensively hacking any other game with whatever is required for a good translation (absurdly structured VWFs, I'm looking at you). Plus everything's portable to multiple systems this way, meaning you don't have to rewrite the same code a million times depending on the machine or the game of your choice. So, hmm, cheers to C injection made easy!
For those who can't open the YouTube video for whatever reason, this is what the remade menu looks like:

To anyone who's interested, the menu source code I made can be found
here, however it doesn't include yet the armips integration bits (which is just a call to Menu_root in the C code).