Before 2010, the SPC7110 used for unpacking the special compression (used mostly for graphics tile data and other things, possibly tile map data) wasn't emulated yet in any emulator. This caused these graphics to appear completely dark. These graphics are about everything in the game except for the message fonts and graphics, and the initial test screens.
These compressed graphics were ripped directly from the console as they were loaded and uncompressed by the real hardware around 2003 by the DeJap team, and old emulators like Snes9X would use these uncompressed graphics from a folder with dozens of files (what they call a "graphical pack"), instead of trying to load and uncompress them from the actual ROM.
Fast-forward to 2010, an emulator developer finally figured out how the decompression works, and wrote a decompressor tool (for the emulators when they would open the TM0 ROM) and a compressor algorithm he shared with LostTemplar so that a translation project might be started. All current versions of SNES emulators besides ZSNES (but that's because it's almost dead) just open the TM0 ROM without the need for that "graphical pack" because they can uncompress that stuff on their own.
My point is:
1) if you're waiting for DougRPG to send you an uncompressed graphic for FlashPV to modify, it's certainly in that pack, and it's almost certainly in the same format as all uncompressed graphics you have been sharing back and forth.
Just as a proof-of-concept of how easy it is:
2) if this is the final roadblock before this project is finished, and -god forbid- it caused it to go into development hell, you could get all of those uncompressed files you have been sending to DougRPG after working on them, and rename them to the appropriate file name in the pack, with no further modification involved. So it's not the end of the world! The Chinese TM0 translation released sometimes around 2012 actually did this. Of course, it's far too early to decide on that course of action, but it's a possibility that exists nevertheless.