Hey, always glad to have another eye on the code. And thanks so much for the commented disassembly, this may help, even if just in implementing a single-case workaround. This project has been literally my first time doing anything serious in ASM, and my first time doing anything with the SNES, so the more the merrier as far as eyeballs. Feel free to submit a patch if you've got a really clever idea.
I've already tried messing with the NMI a little, and yeah, it's *really* tight, and I feel like I'm nowhere near good enough at optimization to touch that atm. I've tried with a variation of mlarouches code and got massive corruption, so clearly CT is much looser as far as how much "extra time" you have during the NMI.
RetroRGB just put up a video he did with an interview with RetroDan, great stuff, really intriguing to watch. It mentioned this project in a couple spots and I'd like to clarify one thing. RetroRGB asked Dan when we were planning for release, and Dan (correctly) stated there's no real planned release date. But I'd like to explain in more detail my thought process as regards a "release".
I kind of cut my teeth programming wise in the open source community. In this community, the concept of the "perpetual beta" is an accepted if sometimes joked about thing. The idea that it'll reach 1.0 when it's perfect, but it's never perfect.
Basically what I'm saying is, don't hold out for a "final release" to try this puppy out, because you might be in for the long haul. I've still got fading, properly timing the the Opera, and even implementing the PSX FMVs to tackle (Something I have to admit I'm terrified about because I've read bits on different wikis about how SNES graphics programming works 3 times and still don't have a clue what's going on). None of these are what I would consider 100% important to enjoying this hack right now, but all of which I would consider necessary for a "1.0".