Well; isn’t that why a lot of traditional ROM hacks historically (at least in the SEGA Genesis/MD hacking scene I was involved with) used savestates as rudimentary ROM hacks? EG - hasn’t it been easier to manipulate data in runtime memory, eg in a savestate; than within the ROM?
Asking because I don’t actually know, I’m just recalling a lot of my early ROM hacking, and indeed discoveries in ROMs, by manipulating memory and savestate rather than the ROM itself.
Savestate hacking used to be easier because everything in a savestate is uncompressed and raw. Tile graphics, level layouts, palettes, sprite mappings, etc.
To hack a ROM you need to know how to decompress the data, and then recompress your changes. A given game might use multiple compression formats.
Which gives me even less reason for why they would distribute modified ephemeral data vs source data to alter game logic.
Obviously, if you want all 151 Pokemon captured, you would do that through a save state. But if you want increased chances of capturing Pidgey, it would certainly be easier to distribute a ROM (or delte, in this case) with those new ratios baked in.
Asking because I don’t actually know, I’m just recalling a lot of my early ROM hacking, and indeed discoveries in ROMs, by manipulating memory and savestate rather than the ROM itself.