Thanks for the feedback. I didn't realize there was more than one version of the FF5 RPGe translation out there. The CRC32 for the version I have is 0x892E44BE. If yours is different, you can download ff5u-sfc.json from GitHub and load that when it asks for a definition file. Let me know if that doesn't work.
By any chance, can you tell me the CRC32 for the FF5 versions that you mentioned? I'd like to add them so that they will open automatically. I like the idea of being able to choose from a list of ROMs if the CRC32 doesn't match. I'll add that to my to do list.
You're right that many features are absent for FF5. This is simply because I don't know the data format as well. I'll check out noisecross' editor and hopefully be able to add more features when I understand them better. There used to be some info on Slick Productions website, but I haven't been able to access it recently. Is there some other good repository that you know of?
Animation graphics for FF5 were a little tricky. It's still a bit of a work in progress. There is a data structure (one per tileset) at 0xC09D9B-0xC0A18B (28 items, 36 bytes each) that has pointers to each animated tile. The graphics start at 0xDF9B00, but some pointers use an offset of 0xDF9B00 while others use 0xDF0000. The subroutine that loads them is at C0/9A96.
The battle encounter rate in FF6 can be changed. The world maps are divided up into 64 square sectors, each with a different encounter rate and different random battles (imagine slicing up the entire world map into a giant 8x8 grid). Select triggers in the top right and then click anywhere on the map where there are no triggers and you should see a drop down to change the encounter rate in the properties pane on the right side of the screen. On normal maps, do the same thing, except the entire map uses the same encounter rate and you'll need to scroll all the way to the bottom of the properties pane to where it says "Battle Probability". I haven't tested these out very well, so let me know if anything doesn't work correctly.
Keep in mind that this only adjusts the relative encounter rate (Low, Normal, High, ...). The actual rate numbers are hardcoded into the ROM and can't be edited by FF6Tools (not yet anyway), but if you have a hex editor and a little knowledge of binary data you can edit them manually. In the US version they are stored as follows:
; world map random battle rates (4 items [normal, charm bangle, moogle charm, unused], 8 bytes each [normal, low, high, none])
C0/C29F: .DW $00C0, $0060, $0180, $0000, $0060, $0030, $00C0, $0000
C0/C2AF: .DW $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
; normal map random battle rates (4 items [normal, charm bangle, moogle charm, unused], 8 bytes each [normal, low, high, very high])
C0/C2BF: .DW $0070, $0040, $0160, $0200, $0038, $0020, $00B0, $0100
C0/C2CF: .DW $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000