Hi all! There's a v1.2 on github that should percolate through the catalog soon. It makes some changes to the Eidos logo movie to try to reduce the frequency with which this
very, very odd FFNx bug triggers. However, the only 100% surefire way to avoid the bug is to press a button before the end of the Square logo movie.
I've also got a new release (and hopefully a final release) of
my FFNx fork with the revised NTSC-J mode (and also a bunch of revisions to movie handling).
FYI new merged commit from last FFNx canary does introduce a new fix made by vertex about woa background you might want to have a look to align.
Thanks. I already knew about that one. There are 4 problems with the woa_* puzzles at 60 fps:
- The cyclone on woa_2 and woa_3 is all wrong.
- The full-screen wind wall on all 3 maps cycles at double speed.
- The lightning bolt on woa_3 cycles at double speed.
- If you enter the menu or enter a battle, the puzzle logic gets desyncronized from the graphics.
The 60fps mod's "field fixes" option fixes #1.
My 60fps fixes for SAC fixes #1, #2, and #3. (It also fixes a bug in the way the 60fps mod fixes #1 so that the cyclone does not go screwy if you fail the puzzle.)
That FFNx commit fixes #4.
If someone wants to port my fixes to other mods besides SAC, or into the 60fps mod, I've documented them
here.
With the latest update to 7H I was able to implement the field fixes in SAC natively. I think it's still worth keeping in this mod as well though because otherwise ESUI would overwrite them when active.
That's great! Please let me know if there's anything that needs updating on my end.