That's my bad. I should have considered that before actually going through with it. The fact that no one has brought up the issue until now shows how much use it's been getting, even from myself.
I'm overhauling the entire hack right now, including the Celebi stuff. There's a few changes I want to make to that specific patch, particularly those that'll make it so you won't need to use a provided save game to properly use it. Any future release for this project as a whole won't happen for awhile, but I might put up a fix for that in the meanwhile. I'm not sure if I will yet, though, since it doesn't seem to be of high priority to anyone.
Open your VBA disassemble and goto that offset (make sure thumb is selected). You'll see it's a bl 0xoffset. You want to set a breakpoints to this offset. From there run the game as per normal. When the TM is about to get deleted the routine you find WILL be called. Once it's called the game will break and you can see the previous instruction.
Once again in your VBA emulator's disassembler, jump to that offset and check if it's a "bl" command. If it is, just nop it out.
I've actually already changed up all of the wild locations. I've also kept your implementation of the other 2 dogs as I like the way you did it. Would following your suggestion mess these up, or would it just revert them back to FR defaults? What about my new areas?
Is this patch idea the only way to change your titlescreen or can it still be done manually?
Hey, not sure how much you come on here these days but I figured this was worth a shot. I've been slowly working on a yellow remake over time with your hack as a base. I've got it almost completely done but I'm hung up on the title screen. It seems you moved some things around in unlz and I can't figure out where anything is located. Was wondering if you might know where some things are, in particular the charizard/venusaur sprites and the non-existent Firered logo.