// assumes FE8U
PUSH; ORG 0x005D20
So this is a "fix" that will make fe8 behave like fe7 when it comes to clearing or not those 2 tiles. The issue is that it will break high shoulder "shifted up" portraits (the highest tile on the edges of the stat screen portrait will not be displayed)
The reason this is an issue in the first place is because of how the game draw the stat screen portrait: it will first will the area with a rectangular tile map - with "garbage" tiles on the top corners, since those are out of the hackbox - and then fill those corner tiles with blank tiles. fe7 clears 5 tiles, while fe8 clears only 4 (that's the change the fix above does). Since we have to deal with "shifted up" portraits, it means that the shoulder height within the stat screen box for each portrait can vary between 3 & 4 (total height is 8), and if you do the math, it means that clearing 4 tiles leaves room for 4 shoulder tiles, while clearing 5 leaves room for three. And since fe8 leaves 4 tiles, it means that non shifted up portraits will have some "garbage" tiles leftover (those happen to be referring the top-right-most tile), hence why the glitch when displaying portraits with such tile non blank.
As to why this change was made between fe7 & fe8, the most logical guess I can make is that a "shifted up" portrait that makes full use of the shoulder tiles exists within fe8 (I want to say winged Myrrh but iirc that's not the portrait she uses during gameplay (but maybe it was at some point prior to release?))
08005CA4 | LoadAndDrawStatScreenPortrait | Arguments: r0 = Output Tile Root Pointer, r1 = Portrait Index, r2 = Base Tile Index for Graphics, r3 = Palette Index