I've updated the patch with a handful of minor fixes, some of which could potentially have far-reaching side-effects (though I think I've accounted for them). After a bug report from skins4thewin, I took a look at Temporal Flux and realized that track $00 should be handled as a track stop, which I wasn't doing, so the music would continue to play in a lot of places where it should have stopped (the quickest example in a new game would be when you bump into Marle at the fair, see https://www.youtube.com/watch?v=fEcwtSkRz2Q&t=5m25s
). Another minor issue was that the DMA used for sprite animation operates independent from the scripting engine, so if there were animated sprites on-screen when a FMV played, those sprites would flash briefly over the black screen once the video ended (see https://www.youtube.com/watch?v=f6ajZEQm1_U
the Reptites at 6:52 and Queen Zeal at 27:30). This should be fixed now. This is definitely one of the changes that could have introduced side effects, but it's a very simple hook, and *should* be fine. Please report any graphical glitches, especially animation-related ones. I'm also changing the FMV skip button to Start, since I have found myself absent-mindedly mashing B and skipping the scenes when I didn't intend to do so.
August 23, 2017, 07:01:44 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I managed to get in-battle pausing (command #$F5) working, but it turns out that because the MSU-1 can only store a single resume point, if you pause in-battle, you lose the overworld music resume once the battle is over. The other option is to "fake pause" by just muting the MSU-1 instead. I think that will probably be the better option, but I have both implementations written, I'll just wrap them both in an #ifdef switch so the option is there.