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.

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<aside> 📌

Want this patch? Apply to your FFV rom and improve the immersion 95%

ff5-KO-sprites-v0.09 (by xJ4cks).ips

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Here you can see full disassembly of the hack’s code.

</aside>

🔍 Values of Relevance

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 3 bits of the byte value that’s registering it to determine the hero.

Allegedly this can be expressed as: ((X−8)>>3)&3

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Where the above useful reference is found…

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 WW Sprites 1st sprite: C4:A3C0 #22: C4:A660 #44: C4:A920 #66: C4:ABE0 #88: C4:AEA0 #110: C4:B160

Early Experiments


Version Progress & Notes

v0.01 Confirming WRAM Addresses