If you use both "Messages disappear" and "Messages freeze all action", then action resumes when the last string is displayed, but before the player hits A again.
This is a problem, both because every other Zelda game waits until the player hits A before letting the player have control again, and because it's really hard to do cutscenes in ZScript:
void mycutscene() {
Screen->Message(1); //blarg, I am monster!
//do cool stuff, expecting the string to be gone
Screen->Message(2); //Die!
}The issue here is that the second string can very well be displayed while the first one is still on screen, causing odd glitches (the nature of which I need more time to experiment with).
But, these glitches wouldn't happen if the first string was totally gone before the second one started.