Not too much got done, but what I did manage, I'm pretty happy with. I reverted back to Firebird's default Link graphics from my half-finished Minish Cap imports, figuring that I'll wait and see how the default NPCs turn out. (I was originally porting Minish Cap Link so that I could just rip the townspeople and be done with it.) Upon doing so, I fixed up the scrolling warps between various portions of my overworld, and added in the Bottomless Pits/Lava script from the database, as well as attaching it to all of my overworld pits. Basically, short of the interiors of the buildings in town and the two shops, my overworld is fully functional for an Expo demo.
Next up, I need to make sure that my dungeon is fully functioning, with all the puzzles triggering correctly and everything. After that, I'm going to try and add in my idea for a modded version of the Hardhat Beetle script that should fall in the pits when knocked into them, but avoid them when moving normally. Finally, see what kind of custom boss I can cobble together, whether it be made from the Boss Kit or figured out from scratch. (Probably the first, so that I have a finished dungeon, then work on the second to replace it with.)
Once I'm done with all that, I can get back to work on Balance of Power (my main project). I started my side project because production would be faster with a pre-made tileset and I wanted to have a playable demo for the Expo. BoP is still in a crippled state after changing my palette system and having to rebuild maps and all the tiles by hand. On the bright side, what's been repaired already looks absolutely beautiful, and it's got a handful of new features that were scripted in, such as Kingdom Hearts-style HP bars for each boss (including multiple layered bars for the multi-phase boss that ended the previous demo), a finished EXP system instead of the half-broken one my previous demo had, scrolling translucent fog that doesn't strain the player's eyes to see through, one new fully custom boss to replace the overpowered Patra I had earlier, smoother animation for some of the existing bosses, repaired hitboxes for others, and some replaced graphics for areas I wasn't happy with originally. I'm going to write an update for the project page, but I'm waiting for YouTube to get their 60 FPS videos working so that I can show things off properly.