The lack of space in script is deliberate and is not there when you go into the game. It's never been a bug. It is to save a character because the menu has a limit. Every character counts. It's also to ensure that the space in game looks nice and not too wide, like it would if a real space were added. Before asking questions or making bug reports, make sure that the bug exists in game - Also check The Reunion Database.
In other news, I have almost finished the full replacement of audio in FF7. Creating all 700+ OGGs will take longer, but it is all working more or less. Music and SFX are working - and the wav files like "Wind.wav" are now where they should be - in my music folder converted to OGG.
My method fixed the missing looping effects when battle ends. But somehow I've broken it again
So I'll have to find out why they aren't starting again after battle.
The panning of audio may be a problem though. I don't think PC version is giving out the correct values. I'll have to check PSX version again. But if they both do what I am hearing, then that's a rather shitty piece of original coding. For example, Cloud on the right, enemy on the left: When Cloud uses magic, the balance should be to the far right - and the effect itself should be to the far left. But that ain't what I am seeing. It seems to be all over the place.
Also, I don't think battle sets a moving balance as the camera moves. I *think* it only supports a dead set balance on effect start - unlike Field which sets balance transitions. Battle could do this as well, by using AKAO function... but I haven't seen it do that. Unless it's calling one of the descendant functions directly. That's something I am going to have to toil with.
In fact, so far, the only battle effects that I have seen using AKAO directly are the boss and enemy death SFX.