"A surge of courage rushed through ****s body!" (Missing an apostrophe after the character's name.)
It seems German, or old Anglosaxon. Lol
Yeah, and now it returns when I press Start. Given that some people mash Start to skip the intros, this could still be a problem nonetheless.
If you press START during the static splash (or B or Y-Button, or Directional Pad) you stop it, to be able to appreciate it with no time rush (the Toriyama's art really worths it).
A, X, L or R at any moment skips it.
SELECT will let you see the spinning cracktro with a summary of what the patch fixes, that stops spinning automatically when it's straight (then press Cursor Pad to make it go on spinning, or push B, Y or START to skip it and start the game; it will again stop by itself after 3 turns).
Pressing SELECT at any moment during the cracktro will let you see the RPGOne splash screen, that can only be skipped by pressing START (or waiting some seconds).
You may manually freeze the spinning cracktro at any moment by pressing A (to play a little with it, to experiment with its effect, get a snapshot or just read it).
You may skip the cracktro while it's spinning or has been manually stopped, by pressing just B.
Doing all these control options that I'm explaining you has required much machine code programming, by the way. Such code is not very long in extension, because they're just some lines of hexadecimal codes (learnt by heart) manually written inside the ROM with many branches (equivalent to IF's, where you need to manually specify every time to what exact ROM position you're jumping if the result of a substraction either is or is not zero; if after that you insert new instructions that exact position will probably change and will need to be updated, or you will crash it), but it requires a while doing so so it works. I could change the function of START button so it made something else, increasing the amount of cycles spent per second for checking such single button state, loaded from a certain RAM position, and thus delaying the inputting process, making it not detect some random keystrokes from the player and to require him to hold, or to press the same button twice so it makes the expected effect, but, is it really necessary?
I mean, START and A-Button belong to different RAM positions. Do I really have to add an extra reading operation+branch with jump to a different relative ROM position (that requires repeating a bunch of extra instructions) just because people can't experiment and try pressing other buttons?