I'm proud to say that, after 45 minutes of research, I've managed to get Yellow sprites. Maybe I could research how to put Gen 2 sprites into it on my day off.
Easiest way would be to use the "make clean" command. Then replace all the gen 1 png files with gen 2 png files. Remember that gen 2 back sprites need to be treated the same as the spaceworld back sprites due to their size.
I also couldn't figure out how Pay Day in the first slot would tip me off in the slots.
I buried it in the readme file. If the pokemon at the top of your team knows pay day, go around and interact with all of the slot machines. If the slot machine is a lucky one, your pokemon will play its cry before you are asked if you want to play. Note that slots machines that are unplayable can be lucky.
Furthermore, your pokemon will cry when playing the slots. Like real slot machines, the slots in the game corner will rarely allow you to win unless it algorithmically determines you are allowed to win. Especially for jackpots, which the machine will never let you win unless allowed (the reel will move to cheat you like the last row of a Stackerz game). But your pokemon will let you know when these special modes are active. 1 cry means the next pull is set to be a "win state" by the machine for non-jackpot wins. 2 crys means the machine switched into "fever mode" which gives a very long string of winning pulls. 3 crys means the machine is in "jackpot state" and it will allow you to line up 3 bars or 3 sevens.
If you don't hear a cry, it means your pull is likely to be a losing one. Optimize your gains by betting 1 coin on these pulls.
Oh, and there's still the infamous trash can second switch bug in Surge's gym, but I suppose there's no way around it.
It's fixed. But the second switch can appear in an adjacent can you've already checked. I'll look into that.
EDIT: Okay, so I understand what Gamefreak was trying to do and why they coded it the way they did. But the implementation itself is kinda bad, and it was coded with some incorrect assumptions about how binary ranges work. I did some rewriting of their code and moved some things around so that the trash cans work as intended. The switches are now both randomly set at the same time, and they can be discovered independently of each other. Vertical adjacency is now also just as likely as horizontal adjacency.