Well, it's perfectly fine for use with FR/LG, only should you use different unLZ numbers, and set both TileMolester and NTME to 4BPP mode. (In TileMolester, use 4BPP Linear.) The rest is quite the same for all GBA games. However, I don't know which unLZ numbers you should use for FR/LG. But there's a thread in the Documents and Tutorials section. This one. (According to the thread, it's 191 for the tileset in FR, so that would make it 192 for the tilemap.)
omg after soo many tutorials i came back to yours just cuz i remembered you saying i could find a way to apply this to FR roms, and well your my new best friend, i realized the difference in your tutorial and every other tutorial i looked at was in your tutorial you go to a different number in unlz for the tilemap, but in other tutorials ppl were just loading the raw on the same number they loaded the tileset... i went exploring in the numbers after and i found what i thought was the tilemap possibly so i changed it as you said, then hex edited so it would link to my tilemap and sure enough it fixed it :D, now my only problem is the color is messed up and i dont know how im gonna fix that.... any ideas?