Mega evolution is one of the most amazing features invented to make a Pokemon game more exciting and fun. With the required mega ring and appropriate mega stone, a Pokemon can evolve to its ultimate mega form and make it even stronger during a battle.

There are hundreds of available Pokemon ROM hacks online, but only a few of them have a Mega evolution feature. In this post, you will find our collection of top Pokemon ROM hacks with Mega evolution that you may want to check out.


Pokemon Nds Rom Hacks With Mega Evolution Free Download For Android


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The game features the basic Pokemon stuff, but this time, you get to battle in the arena and win a badge instead of just doing it in a gym. There are also multiple regions and areas for you to explore.

Nameless FireRed Project is a ROM hack of FireRed. Basically, the story is the same, but the hack has some added features. We could start with the Mega Evolutions because it is the point of this list.

You have to uncover the mystery that is happening all over the Tyron Region, like what happened several years ago. Mega evolution is also a feature that is present in this ROM hack, so be sure to check out which ones have it and use them.

HMs have also been removed; you can use different things to perform those outsides of battle. Finally and naturally, Mega Evolutions are included in the game, and you can battle Gym Leaders for those Mega Evolution Stones.

Mega Power has an interesting premise where you are the professor instead of playing as a young trainer. The same Pokemon professors that have been introducing players to the game will be playable.

You can choose to play different characters in the game, but the progression is the same. It also has several features that you may like. The game has a day and night system, and character portraits are visible when they are talking and more.

Kanto is basically done going by frontsprites, due to a great effort by @laGashetaHardcore. A lot of decent moemon need backsprites. Here are some moemon that frontsprites need litter or no work. I have added link in the OP to sprite collections which can be raided for backsprites. I am working on Growlithe myself. These frontsprites are not final though so another source could be use.

While I'm at it, let me post this back sprite I made for Toottoot's (I think) Zapdos. I made it entirely from scratch and it was my first ever attempt at spriting anything, so there are bound to be plenty of things that can be touched up/edited.

That back Zapdos is very good for being made from scratch, although the face is plain in stark contrast to the frontsprite. I suggest you download and look through the backsprites, although that is very close already.

As for Zapdos, I agree that her face is rather plain, but I'm not really sure what aspects of it need to be changed to make it look better/more expressive (is it the eyes, the mouth, the shading, the face shape, etc?). If you or anyone else thinks they can fix any problems/issues or touch up any of my sprites, or even just have a different idea of what they should look like, feel free to edit them.

So I had tried to make Venomoth's ponytail, but it wasn't working out. Then I remembered that the Butterfree base had been updated and had a much smaller head, so I just elongated the frontsprite's ponytail and stuck it on and recolored everything else. I'm sure the backsprite needs to be edited more, but how is this for a start?

Well there's no standard for Mega Evolution yet, but so much of that sprite is color swap(Especially the backsprite wing). Mega evolution isn't analogous to age like normal evolution is, but the sprite should be it's own thing. The face can stay, although a bit more about the hair should change.

For Beedrill and Latios, their designs are super different from their megas. They were essentially different styles matched up to something more intense. There's no underlying reality when it comes to power-ups, but it should be impressive. Remember that the actual transformation is happening in battle.

I've actually never thought she was short because I made her height in reference to this Articuno, which is 45 pixels (90 pixels in the x2 size) high from the tip of her ponytail until the where she gets cut off. Zapdos is 42 pixels (84 in x2) high from the top of her head until the bottom of the image. To me, it made sense for Zapdos to be shorter than Articuno overall because I was measuring Articuno from a point higher than where I measured Zapdos from and I wanted the bird trio to be of similar back height.

And by feathered, do you mean highly detailed like Spearow's backsprite? Otherwise you might be looking at the angle wrong because that black line on the back's wing is actually supposed to be the bottom of the topmost feathered section. I'll admit that the angle of the backsprite's wings are different than expected from the frontsprite would imply.

The chibi style is nice, but particular icons are of clearly different design(like magneton being three girls, unlike the battlesprite). It wouldn't be hard to edit them either(there can be no new palettes though).

The chini style is nice, but particular ones are of clearly different design(like magneton bring three girl, unlike the battlesprite). It wouldn't be hard to edit them either(there can be no new palettes though).

The chini style is nice, but particular icons are of clearly different design(like magneton bring three girl, unlike the battlesprite). It wouldn't be hard to edit them either(there can be no new palettes though).

Edit: Does Articuno even need wings in its backsprite? Zapdos doesn't have any and if the bird trio should have a unified theme among them (like the magical girl design and ribbons), then it should stand that either all three of them have wings in their backsprite or none of them do.

So I've been trying to patch the ips onto a clean Fire Red 1.0 (U) rom and I cannot get it to work (the sprites are either the same as the original or are glitchy). Am I using the correct base rom or does this patch need a different one? I never had a problem patching any of the patches from the old forum, and I have the Moemon 2.0 patch working.

For the icons, how updated and/or detailed do you want them to be? I made some simple edits for Meowth, but if they aren't good enough, let me know and I can try again. Speaking of which, are there any palette limitations on them (does the 16 color limit still hold or is it less, do they need to use the same palette as the sprite, etc.)? And should I post them larger than 32x64 because these are pretty tiny and hard to see.

By the way, you should probably update the art credits in the first post to include toottoot since they made Zapdos's frontsprite and several other sprites (Wingull, Whismur line fronts, Pelipper front, etc).

Are you emulating or using hacking tools? If it's something like Gen lll Hacking Suite, then you'll need an INI file. If it's a emulation problem, then I messed up because this should be exactly like patching the old moemon.

There are three palettes(you can see them in some hacking programs), and you can't chose the colors within them. Many icons will have about 10 colors because of this reason, so it's enforced simplicity. I'll edit in the palettes to this post soon.

The Pokemon journey is one that fans look forward to whenever a new game is announced. While the games have strayed in recent years with new titles and mechanics, Pokemon games ultimately feature a consistent and linear experience that remains loyal to expectation. To subvert this, fans have come forward and created their own fan games, working and improving several mechanics yet to be explored in mainline Pokemon games to their liking.

Although Nintendo has, on several occasions, unplugged and halted the production of several projects, there are many out there that contain new and exciting features and mechanics that completely change the Pokemon-game experience. As such, fans looking to re-live their favorite games or discover new favorites should consider the following Pokemon ROM hacks. 152ee80cbc

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