Project to hack in custom “wounded” sprites for the FFV heroes when they are Knocked Out. 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.
The routine that loads the Freelancer palette on battle start, for hero #1.

C1:266F B7 74 LDA $74 ; unclear how the value $74 is pointing at the palette
C1:2671 9D F6 EC STA $ECF6 ; offset where the palette is stored in WRAM

Manually pasting a different 32 bytes of another palette here…

Does lead to it showing up on KO, versus the Freelancer palette!

| 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 |
1st palette: C4:A3C0 #22: C4:A660 #44: C4:A920 #66: C4:ABE0 #88: C4:AEA0 #110: C4:B160
Useful reference:
https://www.ff6hacking.com/ff5wiki/index.php/FFV_RAM_map
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
<aside> 💡
The second Store to A operation @ C1:B1C7 can be NOP'd and the game does not crash-- it just keeps the same palette as before the K.O. (hint provided by Cubear).
</aside>

Confirmation that other in-battle palette loading still works as expected: Zombie, Stone, Poison, Old, and status auras (Haste shown) all resolve and clear correctly.



Phase 2 is using K.O. sprites that match the Job outfit, so they will want the Job palette; I'm roughly 16% through these new sprites already. Now I'm gonna race to the finish line so I can get them ready for Phase 2.