I'm sorry that this is taking so long, I quite literally have been unable to work on this do to school and such. What would most give you the ability to do this would be to just continue on by yourself. I do have an extremely small "update" of sorts, however, which just shows the data for the first table of frames reallocated to the correct data areas. If you would like this, just say so~
Basically, I have to edit the pointer for every single frame that I'm repointing~ So far, I've done like around 512 (out of like 36,864 or so) of them. This is just a little bit easier than the other part, and the other part might take a lot more time or so...
Okay, Ahmed, I never got to repointing every single frame, but I'll just give what I have so that you can attempt to do so yourself. I just don't seem to have the time, haha...
Okay, so everything should be located in here. The .txt files are all documents for you, stating what I did and where I put everything and all that jazz. I never got around to inserting your OWs, but I'm sure that I can do that fairly soon (Thanksgiving Break gives me a lot of time of from school), but not today. If you'd still like me to insert your OWs and repoint the frames, then I likely will be able to after tomorrow or so.
So, your choice.
One last thing: I'm really sorry about how slowly I'm getting this accomplished, I feel really bad for doing this as slow as I am...
Okay, so, I have all of the data sorted out and basically inserted in a formatted version--Except I decided to only permit space for 1175 OWs, 1024 of them actually added. My reasoning?: GameFreak managed to fit all of the OWs for the Kanto Region and the Pokémon into 151 OWs. This should total up to about 906 OWs. This leaves about 269 OWs leftover for whatever purpose, so, I think that you will be fine with just 1175 OWs.
Lastly, do you want me to have everything edit-able in the ROM? That would take a little longer, but it would save you the time and the effort of doing it yourself.
Are you ok with me using JPAN's Hacked Engine to do so? It's not necessary, but just wondering...
As for the game overall, do you really plan to inplement all 5 regions? Wow, I must say--good luck if so.
Via JPAN's Hacked Engine or no? Or, do you even want to learn how to deal with that?
Also, can I have the Rhyhorn sprite so I can just insert that for you?
I may be able to get that to you by Friday at the very latest. If it really takes me that long then my life is extremely busy.
EDIT: Okay, so the maximum amount of OWs through JPAN's Hacked Engine is 65,535. Otherwise, it is 256. When you get down to it, JPAN's Hacked Engine is not that hard to really dissect and there have been a few tutorials on it, and I would love to teach you how to do it myself. I'd even love to help you with anything that you need for your hack EXCEPT ASM features, as I don't know ASM.
Also, your pixel art is beautiful, don't worry about it~
If you'd like, I can just send you a patch with all of your new OWs inserted. If you have already started your hack, just send me a patch to apply to whatever ROM and I can get it back to you (as a patch) with the changes made.
For that, there is a fairly simple tool to use, and while it doesn't require JPAN's Hacked Engine or (If I remember right), it does require a usage of an INI, and here's your tutorial: http://www.pokecommunity.com/showthread.php?t=328270
DON'T use the OWE he provides in the tutorial, the OverWorld Editor Rebirth Edition works just fine. You can also just save the default BPRE INI sextion in another document and then switch out the two as needed.
And, if you want to know why you shouldn't use Pal 0 in any of your OverWorlds, it's due to the fact that one palette needed to be loadable without being overwritten (the one of the player), and, thus, if you do use Palette 0, your new OW's Palette will appear fine until you leave the area. The same thing happens with Palettes with a number any higher than 16. If you would like to use te player's palette, then just use Palette 16 as it is thenexact same thing.