


He sadly has a chronic health issue which prevents him from programming as much as he'd like to these days, hope he's doing well otherwise. He also used to frequent Gamefaqs I think, posted with fans, really seems like a great guy from everything I've ever read from him, just as full of passion for SoE as any mega-fan. Hey, this popped into my head, found this last year, really awesome livestream with just 204 views (WTF, still that low?!) where Brian Fehdrau (lead programmer of SoE, if you didn't know) just pops in and spends like, 5 hours chatting with the players/chat about the game. It really says something about the talent of the team, and it certainly says something else about Square's treatment of such promising people. And it's beautiful, a great story, incredible soundtrack, and so unique. I think it's amazing how mechanically close many things in it are to SoM, that it fools many people still to this day into assuming it was based on the same code. It really is unfortunate how events unfolded around SoE. This is all, I will try to continue investigating how to solve this. The ideal solution would be find a way to prevent the screen from shaking, or at least, get it to stop shaking without the need to leave the area to force a new map to be loaded (for example, executing some fix-function periodically or something similar, I don't know.). At the moment it seems that the only value that causes problems in this cases is the inferior margin (but as I have already commented, to affirm this I would need do more tests), and the worst problem is that this value cannot be modified upper the original 0x38 value (with 0x39 value the "screen shake bug" is triggered at least in one of these cases). I have tested the minimum values that can be established for some of these special cases, such as when you enter the Fire Eyes hut for the first time or when you enter the final game boss room. In a normal scenario, a 80-80-6F-6F is the most adjusted value that don't triggers the bug, but in other special cases (as some scripted movements) this bug is triggered for these values. Unfortunately, when the "screen shake bug" starts this doesn't end until other map screen is loaded. I have not done more tests in other scenarios (only in this pair), but at the moment the most global, adjusted and safer value is 80-80-6F-38 (L-R-U-D), but I need do more exhaustive tests to confirm this. Transition entering final boss area:Ī small gif with the "screen shake bug" here if someone wants to see it.
