That's correct
The reason that's waiting is that the method is handled in the Screen Data bytes, which are appended to the collision data bytes. But that whole section of code is about to go through monumental overhaul (reducing collision bytes to nibbles, freeing up double the space...this way we can have the same number of screens, but get more info packed into those screens, with the sacrifice of more tile collision types). This means more hud flexibility, more monster placement flexibility, possibly even mixing and matching graphics across banks for screen data. And...better control of NPC data for the various states a screen gan be in (normal/triggered).
Not to mention, the text function itself needs to be rethought. The way it used to be handled was replacing the HUD. But since the hud is going to be more variable, we need to rework this a bit. I would anticipate that this will be rockin in the Memorial Day beta though, but don't hold me to that. Haha