Like almost all other Super Nintendo/Super Famicom ports to the Game Boy Advance, Final Fantasy V Advance was given a visual makeover in order to accomodate for the darker screen of the Game Boy Advance, making the colors appear brighter and more washed out than they were originally intended. This patch seeks to address this, restoring the colors to their original nature. This patch has only been tested with the ROM entitled “Final Fantasy V Advance (Europe) (En,Fr,De,Es,It)” - All color palettes associated with character sprites, town/dungeon/world map and background tiles, enemies, magic spells, special effects (including overworld water animation!) and (most?) ending oriented graphics have been restored. - All battle backgrounds in Final Fantasy V, with the exception of the final battle, were changed in Final Fantasy V Advance, to much more complex forms. I have also editted the palettes of these battle screens in order to more closely resemble the color schemes of their counterparts in the original SNES game, while of course retaining their more complicated visuals. This was by far the most difficult part of this project. - Palettes associated with new enemies and weapons related to the Sealed Temple have been changed in order to reflect the color temperature of the original game, while otherwise maintaining their unique looks. This was done by comparing the color changes applied to palette swapped weapons and enemies from the original game, when relevant, and reverse engineering a correction. - As the new job classes did not need any color correction – things like hair and skin color were correct, whereas the old job classes had some small changes – these were left alone. - The color palette of Enuo, the only unique enemy sprite, was adjusted slightly, to make him both darker and more vibrant. - The color palette of the Ultima Weapon was editted to more closely resemble the color temperature of the Ultima Weapon from Final Fantasy VI, as it is the only unique weapon sprite but was still designed with the darker Game Boy Advance screen in mind. - New spells and abilities, such as those used by the Cannoneer, Prophet and Necromancer jobs, have their own completely unique visual patterns and graphics, which bear no resemblance to anything in the Super Famicon original. In fact, they seem rather alienated from the rest of the game from a design perspective! As a result, they were not changed at all. - I did, however, change the Canoneer's cannons from yellow to black, and made their firing animation appear a little more firey.