Does anyone have a link to those red/blue/green tile assets? I’m referring to the 16x16 (well, 15x15 if you look closely) tiles that appear when you select a unit and the pathfinding algorithm shows you their movement/attack/staff ranges. And possibly the correct timing/transparency specifics for these tiles.
Currently writing a GBA FE clone in C++ and I thought I could just make my own tiles here since they’re just squares, right? But on closer inspection the animation and blending is actually pretty unique, which is how the GBA games get that classic “glowing” effect on those tiles.
Did a bit of searching but I haven’t been able to find these resources so far. Any help is appreciated!
As for the transparency, I have no idea. I would suggest you try 50% or 30% oppacity. Or just trial and error.
Also keep in mind, transparent graphics may behave differently in GBA than in a more modern engine, as the GBA had more limitations on the colors it could display. So maybe the effect you want won’t be 100% accurate.
Thanks all for these replies. My machine only runs Linux and I haven’t gotten FEBuilder to work to extract the tiles myself, but I appreciate the screenshots @Alice , they’ll be useful for reference as I recreate them in Aseprite.
It’s my understanding that the GBA hardware has support for 8x8 background tiles but not 16x16 - possibly the original games abstracted away from this limitation by treating a grid of 4 hardware-level tiles as a single “object,” which is why FEBuilder is able to show the full 16x16 square in those screenshots.
edit: took a look at the screenshot more closely and checked against the decompiled source, it looks like there’s no abstraction used here. Example from DisplayMovementViewTile():
So in addition to everything else it does, FEBuilder even had to piece together 8x8 tiles to make 16x16 tiles show up in the GUI in the second screenshot. I can’t imagine the work that went into that tool.
Thanks for this, wasn’t aware there was a decompiled version available online. This will be very helpful. I had a hunch the red/green/blue squares were palette swaps.
Parsing through the C source and jumping around in the codebase will be a chore but this is invaluable, if only to see the numbers they’re using for blending.
Hello, I’m an artist who is looking for the exact colour palette used for the player range tiles, I have no idea how to mod or program anything. I made an account on here just to find the hex code for the orange tiles specifically. Do you have them on hand? Thank you so much
It cycles through 48 colors, so I’ll just copy the whole thing and explain how you get the hex for each individual color.
All 48 colors
3C 09 5D 09 7D 0D 9D 11 BD 15 DD 19 FE 1D FE 21 1E 26 3E 2A 5E 2E 7F 32 9F 36 BF 3A DF 3E FF 42 FF 42 DF 3E BF 3A 9F 36 7F 32 5E 2E 3E 2A 1E 26 FE 21 FE 1D DD 19 BD 15 9D 11 7D 0D 5D 09 3C 09 3C 09 5D 09 7D 0D 9D 11 BD 15 DD 19 FE 1D FE 21 1E 26 3E 2A 5E 2E 7F 32 9F 36 BF 3A DF 3E FF 42
Each color is 2 bytes and flipped. In other words, the first color is 093C, the second is 095D, the third is 0D7D, and so on. If you have FEBuilder and go into the patches I mentioned, it already lists each color individually.