Itchy, Scratchy and weapon sprites are uncompressed in ROM. Enemies needed ripped from VRAM. Level maps are stored in RAM starting at address 2000; each tile is a 2-byte value, the first byte its palette, the second its graphic. Graphics usually increase in increments of 2. In the main levels, rewriting a tile will change it immediately, making it very easy to run a macro to grab the tileset. In boss levels, a tile only 'refreshes' once it is off-screen. You can visualise the map when opening the savestate in TiledGGD by setting the canvas to 384px 16bpp. (the bytes in a savestate are the wrong way round compared to RAM, so a Python script to swap their positions before exporting to whatever mapping tool you use is recommended) (levels and boss stages have different tile arrangements, so you can't reuse the former's efforts for the latter) Animated tiles are stored after the map data which is very handy! Unique sprites from the unreleased SEGA Genesis version were included, recoloured to match SNES palettes. Scratchy in particular has reduced colour depth. ROM DATA (SNES) 20000 palettes (stages?) 27A00 palettes D0000 palettes (itchy, scratchy, weapons) D8000 16bpp 16px, level chunks...? bizhawk savestate has level data at FE46 (384px linear, 16bpp) RAM ADDRESSES (SNES) 00D6 camera x-pos (there are seemingly two addresses for camera y-pos but it's not as cooperative) 0210 level warp (shows title card but wrong level) 0229 LEVEL WARP (01~07 are levels, 08~0E are bosses) 022B itchy health 022E kill itchy instantly 0230 itchy invincibility 0231 scratchy health 0238 timer minutes 0239 timer seconds 023A lives 023C projectiles 07CC itchy weapon 0 mallet 1 oar 2 dinosaur bone 3 flail 4 cinder block 5 hammer 6 frying pan 7 shovel 8 executioner's axe 9 tomahawk 10 fire axe 11 van de graaff generator 12 chainsaw 13 swordfish 14 cutlass 15 hot rivet gun 16 antique pistol 17 machine musket 18 harpoon gun 19 bazooka 20 cannon 21 flamethrower 22 gatling gun 23 flaming bow and arrows 24 bomb 25 boomerang 26 stone 27 cannonball (small) 28 exploding rocks 29 gas pellet 30 starfish 31 sheriff stars 32 dynamite 33 burning torch 34 bone (lvl1) 35 stone block (lvl2) 36 cannonball (lvl3) 37 starfish (lvl4) 38 cactus (lvl5) 39 cinder block (lvl6) 40 wrench (lvl7) 41 CRASH 0804 scratchy weapon 0E8C itchy x-pos 0E91 itchy y-pos 0E9A itchy animation frame 0E9C itchy animation 0E9D itchy animation 0FBF scratchy x-pos 0FC3 scratchy y-pos 0FCC scratchy animation frame 1A86 weapon icon graphic swap 2000+ level tile data (increments of 300 in hex per line) RAM ADDRESSES (SEGA) 0503 LEVEL WARP (level, boss, level, boss) 062B scratchy health 172F weapon icon graphic swap ta to Zachary1021 for a quick rundown of differences in the Genesis version https://gamefaqs.gamespot.com/genesis/582930-the-itchy-and-scratchy-game/faqs/81753/snes-and-sega-genesis-differences