Camera animations... 90% (Thanks to NFITC1. Victory animation needs extending. Battle square transitions run at 30fps instead of 60. )
As I told you in chat the other day, I'm content to leave the battle square transitions (and by extention, the Hojo battle transition or any other transition that move a camera to a new position before the next battle) alone since they don't come up too often. However, it's possible that I found some fixes for it. I'm almost certain I found the fix for the victory cam extension.
0x4310F6 (0x0304F6) 1E -> 78
0x431131 (0x030531) 08 -> 20
0x4311AE (0x0305AE) 31 -> C4
0x4313DE (0x0307DE) 10 -> 40
That ought to make it last the correct amount of time. It's slightly possible that this will affect next battle transition too. Not likely the camera motion, but the length of time it pauses while it "should" be adjusting the camera.
Fade out might be a bit fast, though. You might also need to change
0x4313B7 (0x0307B7) 03 -> 00
that's a shot in the dark and may mess something up. Don't do that unless fade out is still too fast.
EDIT:
Battle Interface... 99% (Thanks to DLPB. Damage display cuts out too quickly)
I also just proved that AB opcode C2 and F7 queue up the damage indicator. Thanks to knowing that, I've found that 0x5BB410 controls displaying the damage done. Duration is set just a little ways into that method:
0x5BB464 (0x1BA864) 0B -> 2C
RE-EDIT:
So that change does make the damage stay on longer. It does not behave after the regular 11 frames it was intended to stay up. I think, however, that those values that control its position are coupled right there a little lower in that same function. Of course it's not in front of me right now so I'll have to explain later