Project to hack in custom “wounded” sprites for the FFV heroes when they are Knocked Out. The working title is “Wounded Wardrobe”.
Has two phases: 1) control the palette change so that it doesn’t always revert to Freelancer colors; 2) insert new sprites upon KO, versus always using the same sprite.
Alpha completed 3 July 2026; v00 sprites completed 18 July; initial public release 21 July.


<aside> 📌
Want this patch? Apply to your FFV rom and improve the immersion 95%
ff5-KO-sprites-v0.09 (by xJ4cks).ips
</aside>
| WRAM addresses (7E:xxxx) | which hero? | what Job? | where KO palette? |
|---|---|---|---|
| character 1 (top of party) | $2000 | $2001 | $ECF6 |
| character 2 | $2080 | $2081 | $ED16 |
| character 3 | $2100 | $2101 | $ED36 |
| character 4 (bottom of party) | $2180 | $2181 | $ED56 |
| values for “which hero?” | |
|---|---|
| Bartz | 00 or 80 |
| Lenna | 09 or 89 |
| Galuf | 02 or 82 |
| Faris | 0B or 8B |
| Krile | 0C or 8C |
This is not obvious to me, but it’s only using the first 4 bits of the byte value that’s registering it. Allegedly this can be expressed as: ((X−8)>>3)&3
Useful reference:
https://www.ff6hacking.com/ff5wiki/index.php/FFV_RAM_map
Decimal to Hex Job values
Knight = 00
BlackMage = 10 ($0A)
Freelancer = 21 ($15)
Krile freelancer palette 19 21 84 10 FF 7F 00 69 3F 53 1F 03 56 7A 2D 79 3F 3A DB 0D FF 3F 7F 40 5F 03 5F 72 A5 1E E5 3B
ROM: 1st sprite: C4:A3C0 #22: C4:A660 #44: C4:A920 #66: C4:ABE0 #88: C4:AEA0 #110: C4:B160
v0.01 Confirming WRAM Addresses
v0.05 Changing to Registers for Character Data
v0.06 Alpha1 — Menu shows WW Sprites