So, say I could find where the game writes the data to the screen normally, and hijacked that code, I could potentially make it appear at the same time as the rest of the information, instead of one frame before it?
The images also appear in cancel, which they shouldn't. However, the images themselves worked fine.
To prevent the image showing for cancel - simply include a cmp r3, #0x0 after loading the attack ID into the register, and if it's 0, branch to Finish. I changed it to do this, and it worked satisfactorily.
Incidentally - 1 frame, does it REALLY bother you that much? It has to be barely noticeable, surely?
EDIT: I take it back - It is kinda annoying