Hello!
I just finished writing a fix to take care of the standing-still-while-dashing bug that popped up in Master ZED's FF3dash B & C patches. It also makes walking animations more smooth in general, which should be noticeable for some of the slow-moving NPCs.
The problem stemmed from the way the game reduces the character's position data in order to decide which sprite to show mid-stride, which ended up being asymmetrical between increasing your position value (moving down/right) and decreasing your position value (moving up/left). The sprite goes through a four-part cycle every two tiles (e.g. right step, standing, left step, standing...). When going at max speed with Master ZED's patch, the Up/Left animations skip the "standing" sprite, while the Down/Right animations would skip the "stepping" sprites.
This hack avoids the half-baked solution that FFAnthology implemented, which itself had the side-effect of putting stationary characters in the walking pose after dashing.
I used 15 21 bytes of space just underneath Master ZED's dashB/dashC code - I'm under the impression that this space is still unused by other hacks. Let me know if I am mistaken.
Enjoy!