I haven't tried playing through a game again since my attempt at KQ1 the other evening. I think that one is probably achievable with luck, but I don't fancy falling off the beanstalk again until I have saved game capability built in. It's probably one of the next features I'll take a look at. Currently I'm refactoring my text window to support how SQ2 uses them in some LOGICs. For example, when Vohaul is talking to Roger, the text window is left on the screen while the animation continues. This usually doesn't happen in most games but shouldn't be difficult to support.
SQ2 has revealed a number of bugs (or missing features in some cases). I finished implementing the 0xFA brush command. The command to set the type of brush (0xF9) was already implemented, but not the brush command itself. So that's now working, and visually it appears to match the original interpreter. - The only picture I've seen so far that isn't happy in SQ2 is the title screen. The big blue letters are not filled in. So there's a fill issue, or it could be as a result of an issue in another command. It's the only picture I've seen so far that has such a fill issue. PICEDIT loads and displays it fine, so its just a matter of sifting through the code with a fine tooth comb and seeing where things differ. - I also noticed that newline characters aren't being handled in the display command. I'm surprised SQ2 was the first game to show this bug.
SQ1 hangs on the title screen, but you can get in to the game by hitting a key. My current theory about why it is hanging is that I think this LOGIC might be dependent on the sound timing. I'm setting the completion flag to true immediately for all sounds, but I suspect that this particular LOGIC relies on the sound taking a certain amount of time. I can probably fake the duration of the sound but I figure I'll just leave that until I actually have sound.
DDP has exposed some interesting bugs with regards to the synchronisation of picture placement and text. Should be easy to fix, just need to get to it.