Been working on a few more things for the FF1 hack. First off, I've been going over all of the random and fixed encounters in the Citadel of Trials and rejiggering the map connections to make use of a few unused segments. The biggest thing missing for me to be able to completely redesign dungeons is the map data format itself; I haven't made any headway on that, for now.
Second, a minor enhancement for the Bestiary. It now loads and displays a monster's number of hits and Critical Rate (out of 200). It can help to make sense of the attacks of monsters like this little guy:

I had to shift all of the text and number positions around to get the extra line to fit, but I think it looks alright now.
Recently, most of my time has been spent working on spell animations. Some monsters cast NulShock or NulFrost in my hack, and it always bothered me that the animations for those spells didn't account for a monster using them - it appears as if your party is getting the benefits, which can be confusing. So, one dive into FF1's animation scripting bytecode later, that has been remedied:

Specifically, I switched the barrier animation to use that of NulBlaze - which does have a left-side animation - and horizontally flipping/repositioning all of the little thunderbolt animations There are several more spells that don't account for monster or player casting, but having done it once fixing other animations will be relatively easy. It's a good opportunity to document the scripting language too.
Related to the above, I've also fixed the Protera animation crash that arises when a monster attempts to cast Protera on more than six targets. The first part of the Protera animation generates eight animated objects per target that all remain active until the second part begins, which is more than the game can handle. My fix involved halving the number of animated objects used when a monster is casting Protera, which works nicely:

Next up...I dunno. Probably going to keep on with editing the dungeons/encounters/monsters etc. I'd like to have all of the main game see at least one pass before making an initial hack release, which could be a some time in the future yet.