Alrighty, I believe the subtiles for Ozzie's sprite sheet are stored like so:
This grid will help you keep track of how all the subtiles are arranged in each frame as you assemble, so you can be sure to snap them back into the right places once you're finished editing. For example, it appears that one of Ozzie's frames is composed of subtiles 100, 101 to its right; 110 and 111 below those, etc. See the image attached to this post for what should be a very effective reference for the assembly. The game probably mirrors the first rectangle of subtiles (range 0x100 ~ 0x131) to make a complete sprite, so keep symmetry in mind as well.
I believe Ozzie's sprites are compressed in the ROM, correct? Keep in mind that if your edits create a net positive change in the post-compressed file size, pointers will have to be altered, and life will suck. To what extent do you plan to edit the sprite?
As far as tips for how to keep the post-compressed size as low as possible, that would depend very much on the compression method.
Geiger, are these RLE compressed? RLE = Run Length Encoding. That means if you've got a row of 100 pixels that are black, the ROM can store that as one black pixel and an instruction to make the next 99 pixels the same. So every time you interrupt a string of identical pixels, you're upping the post-compressed file size. I *think* that's how RLE works, at least.
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