My first thought is that I'd prefer not to rely on any other bugfixes if at all possible. That would include both Jump Megafix, Jump Megafix 2: The Untold Story, and Square's own non-final Dragon Horn bounce check.
I really don't want to rely on uncollected garbage data, but another term for that could be "repurposing" of the data, which certainly makes it sound better.
so combining all those, you think i should account for the hypothetical of "somebody hacking out Square's non-landing jump check on FF3us without applying Jump Megafix"? if so, why? for the fictional hacker to do the first but not the second is effectively sabotaging the command. thus, how concerned am i that the FF3us patch would work "wrong" in such a scenario that's rife with disappearance bugs and the like, particularly when simply adapting the FF6j patch would work "right"?
if some goofball wants to vanilla-FF6j-ize (read: ruin) the Jump command, and they also want to use my pending patch, then it's incumbent upon them to FF6j-ize my patch too.
[EDIT: i'm taking the flipside of my prior devil's advocate position a bit here. i.e. balancing "can it withstand that?" with "who's gonna do that?" and "they can also do this".]
Assassin wrote:a straightforward way of doing the patch would be initializing a scratch variable before the C2/3890 call, changing its value in the function if insta-kill is chosen (e.g. increment it, or toggle a bit in it), then checking its value when the function returns. obstacles include space concerns, coexistence with other C2/3890 modifiers, and hoping some hypothetical other caller (i.e. in a hack) of C2/3890 doesn't use the same scratch variable. of the methods i mentioned on 11/30/16, the $A4 one comes closest to this approach. it's really handed to me on a silver platter (and avoids those obstacles due to being existing Square code), but something about the temporary nature of $A4 being cleared at C2/3443, then how C2/3890 sets it for animation reasons, make it seem weird.
(Or if you were entering a command as the Summon started and the character hadn't entered their ready stance yet, it gets bumped up to E0h + other command's wait time.)
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