Dope.
FE5 port to GBA .
Dope.
FE5 port to GBA .
Better yet, FE5 port to SRPG Studio
We’ve already got a natively supported Capture system
Wait, huh? I’ve never seen any GBA hacks with capturing. Unless this happened very recently.
It’s existed for a while in both FE8U and FE8J
That’s super cool. If you port the rest I’d seriously consider using these for my project, I never liked how overly bright the GBA tilesets are.
Only worry is if the map sprites would clash with the darker FE5 tiles.
I wonder how much this could be mitigated by changing up the bright colors of the map sprite palettes to be a bit greyer and more subdued.
FACK
sigh I guess that’s one less thing unique about SRPG Studio. But what’s baffling is that I’ve not seen a single hack make use of it.
It’s a skill in the skill system, so it’s just a matter of time until it gets used
I’m working on porting FE5 map sprites to GBA, so that won’t be a problem for long.
Even without the FE5 map sprites, there’s the brighter version fit for the brighter GBA map sprites.
why remake FE7 in FE5 when you can remake FE5 in FE7
this is all i ever wanted and more
Now I bring you the FE5 plains tileset.
Comes with bridges, walls, large cliffs, desert, and much more.
I got one word for this.
AMAZING.
But wait, there’s more.
Here’s an updated version with more cliff, road, and water tiles, as well as some extra stuff.
And for those of you who want both tilesets in one package:
I keep trying to insert this with Febuilder using the guide by Der and some of the tiles keep getting screwed up.
Looks like palettes 0 and 4 are messed up. All you need to really do for FEBuilder is import the tile graphics to the right and import the tile arrangement to the bottom left.
For tile animations, just go to the tile animation window and import water.txt into the ROM.
Yeah for some reason the 0 and 4 palettes get swapped when I import. I can fix it by switching them with copy/paste. After that everything works fine
Alright, that’s good.